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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. fix galen's robe with clones 1.7.6In version 1.7.6 , if you use galen's flowing robe and you summon your clones (ex. Temporal Warden) with certain talents(ex. Temporal hounds), you may encounter bug reports. This addons tries to fix this issue. 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:
Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Infinite Dungeon Bug Fix attempt 1.7.4Attempts to fix the bugs causing infinite dungeon challenges to improperly end. Items Vault 1.7.6Donators/Buyers bonus! Infinite Dungeon Challenges Fix 1.7.6Fixes a bug with infinite dungeon challenges caused by clones/summons 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. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Adventurer Buff Addon 1.7.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. 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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Lich |
Class | Adventurer (High Thaumaturgist) |
Level / Exp | 62 / 64% |
Size | big |
Lifes / Deaths | Killed by large white snake at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:21 / 1 |
Primary Stats
Strength | 89 (base 40) |
Dexterity | 79 (base 30) |
Constitution | 95 (base 72) |
Magic | 160 (base 72) |
Willpower | 117 (base 60) |
Cunning | 105 (base 20) |
Resources
Mana | 866/918 |
Life | 1103/1985 |
Paradox | 2199 |
Soul | 8/8 |
Psi | 205/207 |
Vim | 314/314 |
Steam | 100/100 |
Positive | 209/223 |
Stamina | 550/550 |
Equilibrium | 25 |
Healing Factor | 1.7536782321889 |
Regeneration | 37.409906788537 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -32% |
Spell | 0% |
Global | +52.658929152553% |
Vision
Sight | 13 |
Lite | 23 |
Infravision | 9 |
See Stealth | 145.17982773487 |
See Invisible | 135.17982773487 |
Offense: Mainhand
Damage | 93 |
Accuracy | 58 |
Crit Chance | 52% |
APR | 16 |
Speed | 0.91 |
Offense: Offhand
Damage | 61 |
Accuracy | 58 |
Crit Chance | 50% |
APR | 16 |
Speed | 0.91 |
Offense: Spell
Spellpower | 99 |
Crit Chance | 79% |
Speed | 1 |
Cooldown Reduction | 50 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 46% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +23% |
Arcane | +43% |
Cold | +14% |
All | -27% |
Physical | +66% |
Lightning | +123% |
Light | +44% |
Temporal | +68% |
Mind | -21% |
Darkness | +51% |
Fire | +51% |
Nature | -2% |
Offense: Damage Penetration
Lightning | +65% |
Light | +33% |
Darkness | +25% |
Arcane | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 41.767951278548 (60.678270784467%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 57 |
Mental Save | 62 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 52%( 70%) |
Cold | + 70%( 70%) |
All | + 34%( 70%) |
Physical | + 51%( 70%) |
Lightning | + 44%( 70%) |
Light | + 56%( 70%) |
Temporal | + 47%( 75%) |
Mind | + 93%(100%) |
Darkness | + 68%( 70%) |
Fire | + 51%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 833 damage for 9 turns. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 245% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.1 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 6/5 |
| 2/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Wild-gift / Earthen vines | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Celestial / Radiance | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Undead / Lich | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 0/5 |
Demented / Calamity | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Infestation |
talent | Mitosis |
talent | Jinxed Touch |
talent | Stone Vines |
talent | Tempest |
talent | Searing Sight |
talent | Shock Hands |
talent | Beyond the Flesh |
talent | Hurricane |
talent | Multicaster |
talent | Reality Smearing |
talent | Corruption of the Doomed |
talent | Spikes of Decrepitude |
talent | Rocket Pod |
talent | Spellcraft |
detrimental effect | The target is wasting away from entropic forces, taking 4.71 damage per turn. Entropic Wasting |
detrimental effect | Reduces global action speed by 84%. Slow |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
detrimental effect | The mere sight of a Lich sent you into a frightened state, reducing all saves by 53, all damage by 32% and movement speed by 32%. Frightening Presence |
detrimental effect | Damage received in the past is returned as 39.56 paradox damage per turn. Reality Smearing |
beneficial effect | Physical power, spellpower and all saves increased by 29. Commander of the Dead |
detrimental effect | The target is covered in burning chemicals, taking 36.18 fire damage each turn. Subsequent shots deal 54.27 fire damage, and if they fall below 25% life they have a 22% chance to panic. Burning Phosphorous |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 99, defense by 33 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | The target has 16 reduced saves and defense, 8% reduced critical chance, and 7% chance to fail talent use. 8 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
beneficial effect | The target has 10 increased saves and defense, 10% increased critical chance, and 12% chance to avoid all damage. 10 Jinx |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 15): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 236 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (236)Turns left: 105 You completed the challenge and received: Random Artifact: Isivena (2 def, 0 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 21): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 230 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 24): Rush Hour (230)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (158)Turns left: 31 You completed the challenge and received: Random Artifact: Frozenwend (30-36 power, 5 apr, acid element) | done |
Proceed directly to the next Infinite Dungeon level in less than 254 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 29): Rush Hour (254)Turns left: 239 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 221 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 32): Rush Hour (221)Turns left: 157 You completed the challenge and received: Random Artifact: Earthbait (0 def, 13 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 33): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 35): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 37): PacifistYou completed the challenge and received: +1 Class Point and +1 Prodigy Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 40): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 43): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 44): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 46): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 47): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 44 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 49): Rush Hour (44)Turns left: 12 You completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 5): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 53): Near SightedYou completed the challenge and received: Random Artifact: Cautery Sword (40-56 power, 10 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 54): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): PacifistYou completed the challenge and received: +1 Category Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 61): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 62): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 65): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Galewitch (3 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 86 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 66): Rush Hour (86)Turns left: 22 You completed the challenge and received: Random Artifact: Windcut (20-27 power, 4 apr) | done |
Wake up and kill the dreaming horror boss 'Eilinitha the dreaming horror'. Infinite Dungeon Challenge (Level 67): Dream HunterYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 71): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 74): Mirror Match | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 76): Headhunter0 / 2 demon spawn killed. | failed |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (194)Turns left: 48 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 81): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 140 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 82): Rush Hour (140)Turns left: 80 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 59 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 83): Rush Hour (59)Turns left: 57 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 230 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 84): Rush Hour (230)Turns left: 95 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 85): Rush Hour (95)Turns left: 73 You completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 203 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 86): Rush Hour (203)Turns left: 21 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): PacifistYou completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +12% cold / +4% physical Changes damage: +12% lightning / +30% temporal / +30% darkness / +30% light / +3% arcane / +30% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 25.00% Physical save: +12 (+4 eff.) Disarm immunity: +10% Pinning immunity: +20% Mana each turn: +5.36 Maximum mana: +100.00 Spellpower: +27 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Entropy (10% chance level 6). Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 0% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Turns elapse between self-loadings: 6 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 23% chance to gain 10% of a turn (3/turn limit) * 17% chance to reduce strength, dexterity, and constitution by 39 * 30% chance to reduce all saves and defense by 39 * 20% chance to create vines that bind the target to the ground dealing 266 nature damage and pinning them for 3 turns Damage (Ranged): +8 lightning / +8 temporal / +50 blight / +22 mind Damage (radius 2) on crit: +12 temporal Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Light source | ![]() Requires: - Level 15 Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +35% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +15 See stealth: +10 Absorbs all darkness (power 159, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 385.05 darkness damage (based on Mindpower and charge) Activation costs 7 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. This item has been sent to the Item's Vault. |
On head | ![]() Requires: - Level 15 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +65% mind / +10% all Changes resistances cap: +30% mind Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+5 eff.) Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Global speed: -25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. You are immune to mental status effects. Nothing will ever reach you again. This item has been sent to the Item's Vault. |
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+7 eff.) Fatigue: +4% Changes stats: +1 Str / +20 Dex / +10 Mag / +8 Wil / +2 Cun Changes resistances: +18% mind Changes resistances penetration: +5% mind Changes damage: +9% darkness / +6% mind Physical save: +15 (+5 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Talent granted: +5 Iron Grip Critical mult.: +20.00% Disarm immunity: +100% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. This item has been sent to the Item's Vault. |
On fingers | ![]() |
On fingers | ![]() |
Around neck | ![]() Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 34 power out of 80/80) : Effective talent level: 2.5 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +1.0% Attack speed: 100% Firing range: +10 When this weapon hits: Silence (25% chance level 5). When this weapon hits: Netherblast (20% chance level 5). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Changes stats: +6 Cun / +6 Str Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Only die when reaching: -20.00 life Combat speed: +10% Steampower: +13 (+3 eff.) Talent on hit(spell): Netherblast (20% chance level 5). Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
Around waist | ![]() |
In off hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +20 Mag / +16 Wil / +16 Cun Changes resistances: +9% blight Changes damage: +54% lightning / +15% temporal / +15% blight Talent granted: +1 Command Staff Mana each turn: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +25 Talent on hit(spell): Temporal Bolt (10% chance level 6). Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Cloak | ![]() Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% darkness / +25% cold / +25% nature / +12% arcane Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 19 power out of 28/28) : Effective talent level: 4.2 Power cost: 19 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 246.15 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% physical / +37% fire / +37% arcane / +37% cold Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! This item has been sent to the Item's Vault. |
Inventory
![]() Requires: - Level 35 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +15 Mag / +10 Wil / +10 Cun / +15 Con Changes resistances: +30% mind Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Talent on hit(spell): Eye Beam (10% chance level 2). Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 51% Cun, 35% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+9 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 200 to 400 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
![]() Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-9 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 28 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 62.0 - 86.8 Uses stat: 110% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 29% chance to reduce damage dealt by 31% * 29% chance to reduce strength, dexterity, and constitution by 39 * Create an explosion dealing 148 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 29% chance to reduce damage dealt by 31% Changes stats: +4 Str / +8 Mag Changes resistances penetration: +30% cold Changes damage: +30% lightning / +21% temporal / +12% acid / +30% fire / +30% arcane / +27% cold Spellpower: +25 (+5 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. This item has been sent to the Item's Vault. |
![]() Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +10% blight / +10% mind / +10% darkness Talent granted: +5 Doom Tendrils Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Mindpower: +12 (+3 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Con Changes resistances: +18% light Changes resistances penetration: +10% lightning / +5% light / +10% nature Changes damage: +6% lightning / +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) Spell crit. chance: +5% See invisible: +6 Talent on hit(spell): Glacial Vapour (10% chance level 6). It can be used to conjure elemental energy in a radius 10 cone, dealing 77.03 to 92.44 physical damage Activation puts all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 35 fire Changes resistances: +9% light / +15% cold Changes resistances penetration: +20% fire Changes damage: +30% cold / +33% nature / +12% light Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +5% See invisible: +20 Talent on hit(spell): Chain Lightning (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage (radius 2) on crit: +12 blight Attacks use: 2.0 Steam When wielded/worn: Physical power: +15 (+4 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% blight Changes damage: +19% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Vim when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +4 Steampower: +15 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 5). Travel speed: +600% Damage (radius 1) on hit: +16 physical Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +3 Ammo reloads per turn: +5 Changes stats: +13 Str / +14 Dex / +12 Mag / +13 Wil / +13 Cun / +12 Con Changes damage: +15% light Critical mult.: +10.00% Life regen: +2.50 Maximum stamina: +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This item has been sent to the Item's Vault. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 On weapon crit: * silences the target Travel speed: +600% Damage (Ranged): +25 nature Damage (radius 1) on hit: +8 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +17 Str / +20 Dex / +13 Mag / +13 Wil / +8 Cun / +15 Con Changes resistances: +9% cold Changes resistances penetration: +15% nature Reduces incoming crit damage: 15.00% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Magic 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+4 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
![]() Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon 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% Damage (Melee): +14 nature Damage (radius 2) on crit: +4 darkness Damage against: +30% Unnatural When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Armour: +8 Changes damage: +15% mind Critical mult.: +35.00% Spell save: +3 (+1 eff.) Disarm immunity: +20% Mental crit. chance: +3% One-handed war axes. |
![]() Requires: - Dexterity 28 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stats: 60% Cun, 0% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 bleed / +22 poison Damage (radius 2) on crit: +56 fire When wielded/worn: Accuracy: +38 (+11 eff.) Armour penetration: +11 Defense: +11 (+4 eff.) Effects on melee hit: * 29% chance to reduce all saves and defense by 39 Damage when hit (Melee): 6 blight Changes resistances: +6% darkness Changes resistances penetration: +14% fire / +20% temporal / +11% physical Changes damage: +21% light / +15% temporal Disarm immunity: +38% Light radius: +2 See stealth: +9 See invisible: +9 Global speed: +5% A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +7 Cun / +13 Wil Changes resistances: +7% lightning / +12% temporal / +9% nature / +6% cold Damage against: +45% Summoned Reduced damage from: +45% Summoned Physical save: +6 (+2 eff.) Mental save: +12 (+3 eff.) Disease immunity: +21% Life regen: +4.17 Maximum life: +110.00 Healing mod.: +10% A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 20% Mag, 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amazing healing salve [power 326] amazing healing salve [power 326]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 326 Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 92% Cun, 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +20 Armour Penetration: +6 Crit. chance: +22.0% Capacity: 20 When this weapon hits: Netherblast (20% chance level 5). On weapon hit: * 26% chance to slow global speed by 68% * 10 arcane resource burn * 26% chance to reduce damage dealt by 31% * 20% chance to knock the target back 3 spaces and deal 266 physical damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +32 physical / +16 darkness Damage (radius 1) on hit: +12 darkness Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage (radius 1) on hit: +90 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Magenta the Lich Adventurer level 33
10th Flare 122nd year of Ascendancy at 22:44 see stats
By Magenta the Lich Adventurer level 24
2nd Summertide 122nd year of Ascendancy at 13:37 see stats
By Magenta the Lich Adventurer level 10
79th Pyre 122nd year of Ascendancy at 00:47 see stats
By Magenta the Lich Adventurer level 16
5th Mirth 122nd year of Ascendancy at 15:12 see stats
By Magenta the Lich Adventurer level 21
8th Mirth 122nd year of Ascendancy at 01:21 see stats
By Magenta the Lich Adventurer level 31
9th Flare 122nd year of Ascendancy at 11:51 see stats
By Magenta the Lich Adventurer level 38
8th Dusk 122nd year of Ascendancy at 22:09 see stats
By Magenta the Lich Adventurer level 45
14th Dusk 122nd year of Ascendancy at 04:26 see stats
By Magenta the Lich Adventurer level 52
23rd Dusk 122nd year of Ascendancy at 21:36 see stats
By Magenta the Lich Adventurer level 58
27th Dusk 122nd year of Ascendancy at 02:28 see stats
By Magenta the Lich Adventurer level 10
78th Pyre 122nd year of Ascendancy at 12:18 see stats
By Magenta the Lich Adventurer level 20
7th Mirth 122nd year of Ascendancy at 12:01 see stats
By Magenta the Lich Adventurer level 30
8th Flare 122nd year of Ascendancy at 16:37 see stats
By Magenta the Lich Adventurer level 40
9th Dusk 122nd year of Ascendancy at 22:58 see stats
By Magenta the Lich Adventurer level 50
20th Dusk 122nd year of Ascendancy at 16:31 see stats
By Magenta the Lich Adventurer level 1
74th Pyre 122nd year of Ascendancy at 13:21 see stats
By Magenta the Lich Adventurer level 18
6th Mirth 122nd year of Ascendancy at 09:59 see stats
By Magenta the Lich Adventurer level 5
76th Pyre 122nd year of Ascendancy at 17:40 see stats
By Magenta the Lich Adventurer level 62
31st Dusk 122nd year of Ascendancy at 02:12 see stats
By Magenta the Lich Adventurer level 37
7th Dusk 122nd year of Ascendancy at 09:13 see stats
By Magenta the Lich Adventurer level 20
7th Mirth 122nd year of Ascendancy at 13:00 see stats
By Magenta the Lich Adventurer level 11
79th Pyre 122nd year of Ascendancy at 10:20 see stats
Log
Magenta shares damage with her oozes!
Magenta HEALS from light damage!
Magenta converts damage to paradox!
Magenta's temporal clone converts damage to paradox!
Magenta's temporal clone HEALS from light damage!
Gloruma the water imp's caustic mire area effect hits Bloated ooze for 79 acid damage.
Gloruma the water imp's caustic mire area effect hits Magenta for (7 converted), 16 acid (16 total damage).
Gloruma the water imp's caustic mire area effect hits Magenta's temporal clone for (10 shared), (10 absorbed), (67 absorbed), 0 acid (10 total damage).
Lisorin the gwelgoroth's light area effect hits Magenta for 0 light, 94 healing (0 total damage) [94 healing].
Lisorin the gwelgoroth's light area effect hits Magenta's temporal clone for (53 absorbed), (9 converted), 21 light, 94 healing (21 total damage) [94 healing].
Lisorin the gwelgoroth hits Magenta for (165 absorbed), 0 light, 188 healing (0 total damage) [188 healing].
Carrion worm mass's wormblight area effect hits Temporal stalker for 67 blight damage.
Carrion worm mass's wormblight area effect hits Lisorin the gwelgoroth for 30 blight damage.
Carrion worm mass's wormblight area effect hits Iviwyn the skeleton magus for 57 blight damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Mirror Image (Pale Drake) for 0 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Magenta's temporal clone for (11 shared), (11 absorbed), 0 fire (11 total damage).
Fyrk, Faeros High Guard's cleansing fire area effect hits Magenta's shadow simulacrum for 0 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Pale Drake for (212 to time), 0 fire (0 total damage).
Fyrk, Faeros High Guard's cleansing fire area effect hits Iviwyn the skeleton magus for 354 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Temporal stalker for 340 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Bloated ooze for 304 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect hits Magenta for (104 absorbed), (8 converted), 18 fire (18 total damage).
Fyrk, Faeros High Guard's cleansing fire area effect hits Lisorin the gwelgoroth for 255 fire damage.
Fyrk, Faeros High Guard's cleansing fire area effect killed Bloated ooze!
You transfer voratun pickaxe 'Betyrawyn' (dig speed 11 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.
Galen's Flowing Robe activates and teleports away all nearby creatures!
Galen's Flowing Robe activates and resets Magenta's temporal clone's Spellcraft cooldown!