













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 30 / 36% |
Size | big |
Lifes / Deaths | Killed by Lisavena the storm drake hatchling at level 24 on the 9th Haze 122nd year of Ascendancy at 00:20 4 / 2Killed by Betymina the skeleton archer at level 30 on the 7th Regrowth 123rd year of Ascendancy at 21:13 |
Antimagic | Follower |
Primary Stats
Strength | 137 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 26 (base 11) |
Magic | 14 (base 10) |
Willpower | 83.20194409884 (base 60) |
Cunning | 28.60097204942 (base 11) |
Resources
Life | 1203/1203 |
Equilibrium | 28 |
Psi | 183/183 |
Healing Factor | 1.1316586254954 |
Regeneration | 15.641920642436 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | -49.186104513014% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 95 |
Accuracy | 48 |
Crit Chance | 13% |
APR | 75 |
Speed | 0.97 |
Offense: Offhand
Damage | 96 |
Accuracy | 48 |
Crit Chance | 13% |
APR | 75 |
Speed | 0.97 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 17% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +20% |
Blight | +20% |
Physical | +30% |
Cold | +68% |
All | 0% |
Darkness | +26% |
Light | +42% |
Lightning | +40% |
Fire | +36% |
Nature | +24% |
Offense: Damage Penetration
Acid | +40% |
Blight | +40% |
Arcane | +35% |
Cold | +40% |
All | +10% |
Lightning | +49% |
Physical | +40% |
Darkness | +40% |
Fire | +80% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 53.319151755715 (81.151787968034%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 33 |
Mental Save | 51 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 37%( 70%) |
All | + 9%( 70%) |
Lightning | + 35%( 70%) |
Light | + 22%( 70%) |
Physical | + 14%( 70%) |
Mind | + 21%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 21%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Disarm Resistance | 78% |
Knockback Resistance | 100% |
Confusion Resistance | 30% |
Stun Resistance | 10% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Icy Skin |
talent | Psiblades |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed wretchling eyeball. * You've found the needed vial of elder vampire blood. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +30% light Res.pen +25% fire +10% all Apr +10 Melee Ret 6 mind ----- def ----- Resists +6% light ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str +2 Mag +4 Cun dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +22% ---------- misc Psi/ret +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +9% light Apr +8 ----- def ----- Resists +9% lightning +6% light Silence- +10% Disarm- +10% ---------- misc Max.psi +10.00 Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Mag +3 Wil +4 Con dps ---------- Dmg.mod +3% light Melee Ret 2 light ----- def ----- Resists +3% light +3% fire Max.HP +36.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% arcane +15% fire On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +5% arcane Max.HP +29.00 Disarm- +26% Pinning- +27% Knockbk- +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +57 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +7 Wil +4 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +14 (+5 eff.) Melee+ 8 lightning Dmg.mod +20% lightning +10% fire +13% cold Res.pen +9% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Disrupt Power 13.0 - 14.3 Mind Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +57 Crit +4.5% Atk.spd 100% Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Crit: * Deals 89 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+5 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +6 Defense +6 (+5 eff.) Resists +3% mind +3% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +12 Defense +5 (+4 eff.) Fatigue +22% Mind.save +22 (+8 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 760% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 482.81 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% lightning +6% temporal +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +11% light +11% darkness Blind- +24% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% nature ----- def ----- Defense +6 (+5 eff.) Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 12.0 - 18.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 32 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +13 (+7 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Defense +4 (+4 eff.) Resists -10% cold Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +16 physical While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 6 darkness Dmg.mod +2% mind +4% darkness Melee Ret 6 physical On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Armour +2 Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.60 Max.psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +17.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 arcane While equipped: Stats +7 Con +7 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Resists +15% acid Max.HP +22.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 lightning +9 cold While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +28% Res.pen +10% lightning +7% physical +7% cold Melee Ret 8 nature ----- def ----- Resists +6% lightning +5% arcane +3% darkness Disarm- +14% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Str +2 Wil +5 Con dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% blight Mind.save +9 (+3 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+7 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +6% lightning +9% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Resists +3% acid Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +3% lightning +6% cold +5% arcane Mind.save +9 (+3 eff.) Teleport- +10% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +3 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Fatigue +2% ---------- misc Psi/ret +0.08 Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +8 Dex dps ---------- Mov.spd +10% Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue -6% Resists +18% lightning Crit.chn- 10.00% Max.HP +42.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Con ----- def ----- Armour +5 Resists +6% mind Spell.save +9 (+4 eff.) Max.HP +40.00 HP.reg +4.00 Teleport- +20% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +27% lightning +15% mind Res.pen +10% lightning +7% physical +10% mind +20% cold Melee Ret 6 mind 4 lightning ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 37 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+3 eff.) Mind.save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex +2 Con dps ---------- Crit.mult +5.00% Melee+ 10 temporal Ranged+ 8 temporal Dmg.mod +7% temporal Melee Ret 2 mind ----- def ----- Armour +10 Defense +15 (+9 eff.) Fatigue +3% Resists +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% cold Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Fatigue +5% Resists +9% cold +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Defense +10 (+7 eff.) Fatigue +3% Phys.save +15 (+5 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Phys.pwr +15 (+4 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness Die.at -60.00 life A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +9% mind +7% cold Crit.chn- 10.00% ---------- misc See.Invis +12 Breathe water A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +12 Defense +3 (+3 eff.) Fatigue +12% Resists +21% lightning +3% temporal +3% nature Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +6% physical Res.pen +15% cold Acc +15 (+8 eff.) ----- def ----- Armour +5 Defense +6 (+5 eff.) Fatigue +6% Resists +12% cold ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- On Hit (Melee): * 10% chance to slow global speed by 59% ----- def ----- Armour +11 Fatigue +22% Resists +3% blight +6% cold +6% nature +6% darkness Spell.save +6 (+3 eff.) Mind.save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +14 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Wil +6 Con dps ---------- Dmg.mod +12% mind Res.pen +15% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 309.96 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +15.00% ----- def ----- Defense +5 (+4 eff.) ---------- misc Max.psi +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By dgl the Thalore Wyrmic level 17
40th Dusk 122nd year of Ascendancy at 21:34 see stats
By dgl the Thalore Wyrmic level 23
6th Haze 122nd year of Ascendancy at 21:54 see stats
By dgl the Thalore Wyrmic level 20
64th Dusk 122nd year of Ascendancy at 06:20 see stats
By dgl the Thalore Wyrmic level 29
10th Allure 123rd year of Ascendancy at 22:13 see stats
By dgl the Thalore Wyrmic level 29
42nd Haze 122nd year of Ascendancy at 00:31 see stats
By dgl the Thalore Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 02:10 see stats
By dgl the Thalore Wyrmic level 20
62nd Dusk 122nd year of Ascendancy at 08:31 see stats
By dgl the Thalore Wyrmic level 30
5th Regrowth 123rd year of Ascendancy at 12:10 see stats
By dgl the Thalore Wyrmic level 29
76th Haze 122nd year of Ascendancy at 09:42 see stats
By dgl the Thalore Wyrmic level 25
11st Haze 122nd year of Ascendancy at 19:03 see stats
By dgl the Thalore Wyrmic level 22
6th Haze 122nd year of Ascendancy at 14:37 see stats
By dgl the Thalore Wyrmic level 9
4th Mirth 122nd year of Ascendancy at 10:09 see stats
By dgl the Thalore Wyrmic level 29
5th Allure 123rd year of Ascendancy at 05:14 see stats
By dgl the Thalore Wyrmic level 16
26th Dusk 122nd year of Ascendancy at 18:51 see stats
Log
Dgl is confused and fails to use Ice Wall.
Betymina the skeleton archer casts Searing Light.
Betymina the skeleton archer hits dgl for 90 light damage.
Betymina the skeleton archer's light area effect hits dgl for 45 light damage.
Betymina the skeleton archer's defensive darkness area effect hits Ghoul for 28 darkness damage.
Betymina the skeleton archer's defensive darkness area effect hits Zubidatira the ghoulking for 23 darkness damage.
dgl the level 30 thalore wyrmic was purified to death by Betymina the skeleton archer on level 3 of Dreadfell.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Betymina the skeleton archer's light area effect killed dgl!
Saving game...
Resting starts...
Talent Dream Walk is ready to use.
Talent Quake is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Attune Mindstar is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Movement is ready to use.
Talent Psiblades is ready to use.
Talent Icy Skin is ready to use.
Dgl activates Psiblades.
Dgl activates Icy Skin.
Talent Resonance Field is ready to use.
Talent Attune Mindstar is ready to use.
Talent Telekinetic Leap is ready to use.
Talent Nature's Balance is ready to use.
Rested for 46 turns (stop reason: all resources and life at maximum).
Saving done.