











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Arcane Blade |
| Level / Exp | 29 / 13% |
| Size | big |
| Lifes / Deaths | Killed by Glynne the armoured skeleton warrior at level 29 on the 10th Profit 123rd year of Ascendancy at 21:39 / 1 |
Primary Stats
| Strength | 37 (base 14) |
| Dexterity | 26 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 88 (base 60) |
| Willpower | 14 (base 10) |
| Cunning | 76 (base 55) |
Resources
| Life | -323/852 |
| Mana | 108/108 |
| Stamina | 83/174 |
| Healing Factor | 1.1911363549267 |
| Regeneration | 6.2534658633652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 45.174866052011 |
| See Invisible | 46.174866052011 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 37 |
| Crit Chance | 35% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 37 |
| Crit Chance | 37% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Blight | +3% |
| Physical | +21% |
| Cold | +14% |
| All | 0% |
| Lightning | +50% |
| Darkness | +13% |
| Fire | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +10% |
| Nature | +14% |
| Darkness | +11% |
| Lightning | +10% |
| Cold | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 51 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 35 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 47%( 70%) |
| All | + 17%( 70%) |
| Physical | + 38%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 66%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 30% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 93% |
| Poison Resistance | 10% |
| Blind Resistance | 27% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic 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 mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% 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 Cunning stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Fiery Hands |
| talent | Shielding |
| talent | Thunderstorm |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Islossra the forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of iron boots of phasing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +2 Wil +3 Mag ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +23% Stun/Frz- +24% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flashstreaker2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con +3 Mag dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Die.at -40.00 life Max.HP +40.00 ---------- misc Light +4 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. |
| On head | Tundraspiker (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +13% physical Res.pen +25% cold ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning +13% physical +15% cold A pointy cloth hat, very wizardly... |
| On hands | Gloriyalaith the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +7 (+3 eff.) Apr +11 ----- def ----- Armour +2 Resists +15% acid +3% nature Die.at -20.00 life Max.HP +40.00 Poison- +10% Cut- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of shielding 'Growbreak' [power 122] (17 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% lightning Melee Ret 10 lightning ----- def ----- Resists +20% nature Create a shield absorbing up to 165 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +47.00 HP.reg +5.00 Heal.mod +12% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | steel ring 'Bethurissra'0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Str +3 Wil +3 Cun dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +14% lightning ----- def ----- Resists +28% lightning Blind- +27% ---------- misc Infravis +4 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
| Around neck | Galolathaldir the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% Phasing +10% ----- def ----- Resists +5% arcane Cut- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 Amulets make your neck look great! |
| In main hand | Quenchpunish (120% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +6% acid +9% cold +20% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +12% temporal +9% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Noonvein1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +1 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +10% light ----- def ----- Resists +7% lightning +7% temporal +7% cold +5% fire Crit.chn- 15.00% Phys.save +9 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Urthudur (121% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Psionic Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Hit.r1 +8 blight On Crit.r2 +18 acid +17 nature On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% acid +14% nature Apr +8 Melee Ret 2 blight Sharp, short and deadly. |
| Cloak | cashmere cloak 'Freezedeath' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +11% darkness +5% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +15% darkness +12% light Stealth +11 Max.HP +60.00 Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +5% acid +8% physical +5% cold +10% fire ----- def ----- Resists +15% acid +13% physical +12% darkness +14% fire +14% cold +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +15 (+6 eff.) Mind.save +23 (+7 eff.) ---------- misc Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion (heal 205; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 205 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; blight, physical, light, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 2 physical, 3 light, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 27; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Raintyphoon0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +11.00% Phys.pwr +9 (+3 eff.) Phys.spd +10% Dmg.mod +7% physical +12% cold Acc +7 (+3 eff.) Apr +15 Melee Ret 4 acid ----- def ----- Resists +20% lightning +6% cold +9% acid Stun/Frz- +40% Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
gladiator's copper ring of power0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
infernal yew magestaff of breaching (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +15.00% Spell.pwr +13 (+3 eff.) Melee+ 18 fire Dmg.mod +20% lightning Res.pen +10% lightning ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 1H weapon [Ego+] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +9 (+3 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +20% arcane Acc +7 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 73.24 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
stralite battleaxe of amnesia (155% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Psionic Power 155% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
hateful stralite greatsword of shearing (159% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master/Psionic Power 160% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 darkness Against +10% Living While equipped: dps ---------- Res.pen +14% all Acc +13 (+5 eff.) Apr +13 Massive two-handed swords. |
stormbringer's dwarven-steel longsword (122% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +18 lightning +8 cold While equipped: dps ---------- Mov.spd +23% Res.pen +10% lightning +14% cold Sharp, long, and deadly. |
warbringer's dwarven-steel mace of erosion (134% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Master Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Con dps ---------- Phys.pwr +11 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +13% Blunt and deadly. |
windwalling dwarven-steel steamsaw of massacre (65% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Power 134% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Uses 1.0 Steam When used to Attack: Melee+ +12 physical While equipped: Stats +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% physical Shield.near.proj +23 Proj.slow +16% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental stralite steamsaw of crushing (91% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Power 142% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 On Hit: * Create an explosion dealing 100 fire damage (1/turn) Uses 1.0 Steam When used to Attack: Power 92% Range: 1.1x Uses Dmg Physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Dmg.mod +14% fire Res.pen +13% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Dawngrind4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 light On Hit.r1 +12 light On Crit.r2 +8 light While equipped: dps ---------- Phys.crit +5.0% Acc +14 (+5 eff.) ----- def ----- Armour +6 Resists +12% nature +9% temporal Knockbk- +20% ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
flaming dwarven-steel shield of acid resistance (+21%) (0 def, 6 armour, 137% power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +21% acid ---------- misc Talents +1 Block Handheld deflection devices. |
wrathful stralite shield of crushing (0 def, 8 armour, 166% power, 142.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 166% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 On Crit.r2 +19 light +19 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) On shield block: * Deals 150 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +9% light +5% fire ---------- misc Talents +1 Block Handheld deflection devices. |
radiant hardened leather armour of the hero (9 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +8 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +17% blight +12% darkness Max.HP +45.00 ---------- misc Light +2 A suit of armour made of leather. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+3 eff.) A suit of armour made of mail. |
searing steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 11 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +7% Resists +14% acid +11% fire Phys.save +7 (+4 eff.) A suit of armour made of mail. |
fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +44.00 A suit of armour made of mail. |
fortifying stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master/Psionic While equipped: Stats +3 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+4 eff.) Max.HP +35.00 A suit of armour made of mail. |
radiant stralite mail armour of the deep (4 def, 9 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +12% Resists +16% blight +6% cold +16% darkness +9% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Nimbusweeper (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Mind.pwr +25 (+11 eff.) Dmg.mod +12% lightning Res.pen +10% mind Melee Ret 6 mind 10 lightning ----- def ----- Armour +9 Fatigue +22% Resists +21% temporal +9% cold A suit of armour made of metal plates. |
Glalrawen the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% blight Spell.save +12 (+5 eff.) Max.HP +32.00 Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 432, based on Magic) for 10 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Gekira the Airwither (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% lightning +3% acid ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Resists +6% lightning +5% temporal Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +5% cold +7% fire ---------- misc Stam/turn +0.60 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Cun +7 Dex dps ---------- Melee+ 9 acid Dmg.mod +4% acid Acc +7 (+3 eff.) Apr +9 ----- def ----- Armour +3 Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brightzephyr the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal +9% darkness +3% nature +5% arcane A cap made of leather. |
iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Shimmerraider' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +20% lightning Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +4% Resists +10% lightning +9% temporal ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 aquamarine0.0 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. |
6 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 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. |
2 onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
2 emerald0.0 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. |
garnet0.0 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. |
3 quartz0.0 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. |
Crystal Focus0.0 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. |
67 alchemist agate0.0 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. |
void-walker's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +6% cold +7% darkness +6% temporal Def/telep +13 Res/telep +12% Dur/telep +13% ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 14 blight damage or heals 25 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Jaenyja the Drem Arcane Blade level 29
10th Profit 123rd year of Ascendancy at 15:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jaenyja the Drem Arcane Blade level 10
31st Profit 122nd year of Ascendancy at 19:46 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Jaenyja the Drem Arcane Blade level 24
35th Stralite 123rd year of Ascendancy at 14:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Jaenyja the Drem Arcane Blade level 22
21st Iron 123rd year of Ascendancy at 17:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jaenyja the Drem Arcane Blade level 10
9th Profit 122nd year of Ascendancy at 05:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Jaenyja the Drem Arcane Blade level 20
44th Dearth 122nd year of Ascendancy at 17:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Jaenyja the Drem Arcane Blade level 24
43rd Steel 123rd year of Ascendancy at 05:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Jaenyja the Drem Arcane Blade level 22
19th Iron 123rd year of Ascendancy at 17:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jaenyja the Drem Arcane Blade level 6
19th Voratun 122nd year of Ascendancy at 05:10 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jaenyja the Drem Arcane Blade level 24
24th Stralite 123rd year of Ascendancy at 17:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Jaenyja the Drem Arcane Blade level 9
27th Voratun 122nd year of Ascendancy at 08:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jaenyja the Drem Arcane Blade level 23
23rd Iron 123rd year of Ascendancy at 14:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jaenyja the Drem Arcane Blade level 16
19th Dearth 122nd year of Ascendancy at 09:52 see stats
Log
Jaenyja misses Glynne the armoured skeleton warrior.
Jaenyja misses Glynne the armoured skeleton warrior.
Jaenyja misses Glynne the armoured skeleton warrior.
Glynne the armoured skeleton warrior is dazed!
Glynne the armoured skeleton warrior's Evasive Shots misses Jaenyja.
Jaenyja hits Glynne the armoured skeleton warrior for 15 physical, 11 nature, 0 arcane, 15 lightning, 18 fire, 307 lightning, 6 blight (371 total damage).
Glynne the armoured skeleton warrior's Evasive Shots hits Jaenyja for 48 physical, 5 fire (53 total damage).
Glynne the armoured skeleton warrior uses Disarm.
Glynne the armoured skeleton warrior misses Jaenyja.
Jaenyja resists the blow!
Thunderstorm hits Glynne the armoured skeleton warrior for 38 lightning damage.
Jaenyja casts Arcane Strike.
Glynne the armoured skeleton warrior is not dazed anymore.
Jaenyja hits Glynne the armoured skeleton warrior for 37 arcane, 0 arcane, 16 lightning, 20 fire, 33 arcane, 0 arcane, 14 lightning, 18 fire (138 total damage).
Glynne the armoured skeleton warrior uses Startling Shot.
Glynne the armoured skeleton warrior misses his shot.
Jaenyja's spell attains critical power!
Thunderstorm hits Glynne the armoured skeleton warrior for 23 lightning damage.
Jaenyja uses Dual Strike.
Glynne the armoured skeleton warrior shrugs off the effect 'Stunned'!
Jaenyja misses Glynne the armoured skeleton warrior.
Evasive Shots fires a retaliatory shot at Jaenyja!
Glynne the armoured skeleton warrior's Evasive Shots performs a ranged critical strike against Jaenyja!
Jaenyja hits Glynne the armoured skeleton warrior for 17 physical, 9 nature, 0 arcane, 12 lightning, 15 fire, 5 blight (58 total damage).
Glynne the armoured skeleton warrior's Evasive Shots hits Jaenyja for 220 physical, 13 fire, 19 fire (253 total damage).
Glynne the armoured skeleton warrior's Evasive Shots hits Jaenyja for 486 physical, 13 fire (499 total damage).
Glynne the armoured skeleton warrior uses Trick Shot.
Glynne the armoured skeleton warrior's Trick Shot performs a ranged critical strike against Jaenyja!
























































































































