










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Embers of Rage 1.6.7Official 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:
Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.7Official 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 | Skeleton |
| Class | Swordsmaster |
| Level / Exp | 19 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by Betayavena the dredgling at level 19 on the 75th Haze 122nd year of Ascendancy at 06:25 / 1 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 73 (base 47) |
| Constitution | 13 (base 10) |
| Magic | 8 (base 1) |
| Willpower | 55 (base 44) |
| Cunning | 21 (base 12) |
Resources
| Life | -84/595 |
| Stamina | 230/256 |
| Healing Factor | 1.0245901639344 |
| Regeneration | 17.486346674547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +5.81446881758% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 55 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 55 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +6% |
| Mind | +12% |
Offense: Damage Penetration
| Physical | +5% |
| Darkness | +10% |
| Acid | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 45.335093952971 (48.103448275862%) |
| Defense | 53 |
| Ranged Defense | 60 |
| Fatigue | 15 |
| Physical Save | 43 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Blight | + 30%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 32%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 22%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 37%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Disarm Resistance | 25% |
| Bleed Resistance | 100% |
| Pinning Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 79 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 76 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 Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.50 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Swordsmanship | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Intrepid | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Footwork | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.44 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spring Attack |
| beneficial effect | You are regenerating 4.48 stamina each turn until you leave combat. Determination |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Using Lightspeed Draw will cost the target 80 stamina Lightspeed Fatigue |
| beneficial effect | Target has +24 defense, +4% all resist, and +19% resistance to stuns and pins Moving Target |
| beneficial effect | The target is in a whistling vortex, granting +20 ranged defense, -20 ranged accuracy and incoming projectiles are 30% slower. Whistling Vortex |
| beneficial effect | Parrying melee and ranged attacks: Has a 54% chance to deflect up to 23 damage from the next 2.2 attack(s). Parried attacks cannot crit. Parrying |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of rough leather boots 'Dourknave' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness ----- def ----- Armour +3 Fatigue -5% Resists +1% physical Phys.save +6 (+2 eff.) HP.reg +4.00 Blind- +20% Poison- +20% ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | Aliharathad the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Resists +5% arcane +6% cold Phys.save +15 (+5 eff.) HP.reg +4.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Chillborn (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +1% physical +9% nature +3% temporal Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Branykalthofang (0 def, 2 armour)1.5 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 7 fire Dmg.mod +6% fire Res.pen +10% acid Acc +13 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring 'Barublek'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +30 (+9 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Max.stam +10.00 Rings can have magical properties. |
| On fingers | Cyroriatta0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +6 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +6% blight +5% arcane HP.reg +1.00 Stun/Frz- +24% Rings can have magical properties. |
| Around neck | Issathad the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% temporal Melee Ret 2 temporal ----- def ----- Resists +25% temporal Pinning- +47% Knockbk- +45% ---------- misc Masteries +0.14 Technique/Conditioning Amulets can have magical properties. |
| In main hand | balanced steel longsword of massacre (126% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 127% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% Sharp, long, and deadly. |
| Around waist | Yvotira the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% physical ----- def ----- Armour +12 Defense +11 (+4 eff.) Resists +6% blight Phys.save +17 (+6 eff.) A belt that goes around your waist. |
| In off hand | enhanced steel longsword of massacre (118% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Master Power 119% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +4 Mag +5 Wil +4 Cun +3 Con Sharp, long, and deadly. |
| Cloak | linen cloak 'Isletta' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% temporal +20% cold +3% darkness +6% light Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel mail armour of command (9 def, 9 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +12% Resists +12% blight +12% darkness Mind.save +12 (+6 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 158; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 497%; cd 15)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 497% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 176; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 176 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. |
shatter afflictions rune of the sneak (absorb 44; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 44 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 Cunning stat. 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 |
copper amulet 'Iceserpent'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +15% cold On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +3% mind Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 218 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of mastery (0.11 Cunning / Lethality)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Cunning/Lethality Amulets can have magical properties. |
copper ring 'Shiverwalker'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +5% lightning +25% cold +5% nature ----- def ----- Resists +22% lightning +3% cold Rings can have magical properties. |
psionicist's steel ring of the mountain (+10%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Mind.save +4 (+2 eff.) Rings can have magical properties. |
Wildqueen (111% power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% light Res.pen +15% nature ----- def ----- Defense +7 (+3 eff.) Resists +6% acid +9% light Max.HP +20.00 Cut- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash vilestaff (111% power, 3 apr, acid element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego+] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +15% acid Acc +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.15 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Tulostir the voratun greatmaul (182% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Power 182% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire On Crit.r2 +8 mind On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Str dps ---------- Dmg.mod +14% physical Res.pen +5% mind Acc +20 (+5 eff.) ----- def ----- Resists +12% mind Massive two-handed mauls. |
Crackleknave the iron longsword (101% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 101% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 lightning On Hit.r1 +12 arcane +12 mind On Crit.r2 +4 arcane On Hit: * 20% chance to reduce all saves and defense by 24 On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% lightning Sharp, long, and deadly. |
iron longsword 'Dimkill' (104% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 nature On Crit.r2 +4 darkness On Hit: * 10% chance to reduce damage dealt by 20% While equipped: ----- def ----- Resists +3% blight +3% fire Sharp, long, and deadly. |
iron longsword 'Smolderterror' (105% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +12 acid On Crit.r2 +8 acid While equipped: dps ---------- Res.pen +10% acid +10% fire Acc +5 (+2 eff.) Melee Ret 2 fire ----- def ----- Defense +6 (+2 eff.) Disarm- +21% Sharp, long, and deadly. |
Khelihad the steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 108% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature +7 darkness Against +8% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +5.0% ----- def ----- Resists +3% cold ---------- misc See.Invis +9 Sharp, long, and deadly. |
acidic steel longsword of massacre (118% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Sharp, long, and deadly. |
steel longsword 'Shadowkill' (127% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 127% Range: 1.4x Uses 100% Dex Dmg Physical Mastery Swordsmanship Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 darkness While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Dmg.mod +6% cold Res.pen +25% blight +10% arcane Sharp, long, and deadly. |
Lustredream (104% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +8 cold While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Resists +15% temporal ---------- misc Light +2 Infravis +2 Blunt and deadly. |
chilling steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 104% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +10 cold Sharp, short and deadly. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Muckraptor the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +21% acid +5% physical +16% lightning +10% blight +10% fire +10% nature +5% cold D.Red.from +6% Unnatural A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 24.21 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
marauder's cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +7% Phys.save +7 (+3 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +6% cold Max.HP +42.00 HP.reg +4.20 Heal.mod +10% ---------- misc Breathe water A suit of armour made of leather. |
impenetrable dwarven-steel mail armour (3 def, 17 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron plate armour 'Bregivor' (0 def, 7 armour)17.0 T1 massive armor [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +3% arcane Res.pen +20% arcane On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +7 Fatigue +22% Resists +6% arcane Spell.save +13 (+7 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +80.00 A suit of armour made of metal plates. |
steel plate armour 'Velawe' (0 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +4 Con dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +9 Fatigue +22% Resists +18% fire ---------- misc Stam/turn +3.00 Light +3 A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Yvita the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +3% fire Crit.dmg- 5.00% HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A pair of boots made of leather. |
rough leather gloves 'Grinarofang' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +6% darkness +3% acid Phys.save +6 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glorowen the dwarven-steel gauntlets (20 def, 2 armour)1.5 T2 hands armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Phys.crit +4.0% Acc +26 (+7 eff.) ----- def ----- Armour +2 Defense +20 (+7 eff.) Fatigue +3% Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +21 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
Ravenfist (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% fire +6% darkness +5% cold Spell.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Emelythra' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +7% cold Pinning- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
197 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. |
Vorelle the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 8 acid ----- def ----- Resists +3% lightning +3% cold ---------- misc Equi/ret +0.04 Max.psi +20.00 Light +6 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance 'Blastjeer' [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% lightning +25% temporal ----- def ----- Resists +5% arcane +3% lightning ---------- misc Wards +3 lightning +4 temporal +2 darkness +2 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 10, power 33 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of conjuration [power 160] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 160 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Blackfire the Skeleton Swordsmaster level 16
23rd Dusk 122nd year of Ascendancy at 01:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Blackfire the Skeleton Swordsmaster level 10
1st Flare 122nd year of Ascendancy at 04:51 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Blackfire the Skeleton Swordsmaster level 19
64th Haze 122nd year of Ascendancy at 15:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Blackfire the Skeleton Swordsmaster level 19
72nd Haze 122nd year of Ascendancy at 11:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Blackfire the Skeleton Swordsmaster level 14
4th Dusk 122nd year of Ascendancy at 16:42 see stats
Log
Skeleton master archer's projectile hits Skeleton master archer for 75 physical, 7 nature, 11 cold (93 total damage).
Betayavena the dredgling's light area effect hits Blackfire for 80 light damage.
Forgery of Haze (Betayavena the dredgling)'s light area effect hits Blackfire for 34 light damage.
Betayavena the dredgling casts Consume Soul.
Betayavena the dredgling's spell attains critical power!
Forgery of Haze (Betayavena the dredgling) casts Consume Soul.
Forgery of Haze (Betayavena the dredgling)'s spell attains critical power!
Betayavena the dredgling receives 671 healing.
Forgery of Haze (Betayavena the dredgling) receives 616 healing.
Blackfire casts Rune: Blink.
Blackfire is out of phase.
Blackfire is no longer evading attacks.
Forgery of Haze (Betayavena the dredgling) is free from the illness.
Skeleton warrior is free from the illness.
You hit your second wind!
Blackfire is no longer focused on reflecting projectiles.
Talent Heartseeker is ready to use.
Blackfire is no longer out of phase.
Talent Vapor Blade is ready to use.
Talent Whirlwind is ready to use.
Blackfire has finished recovering.
Betayavena the dredgling casts Invoke Darkness.
Betayavena the dredgling's spell attains critical power!
Betayavena the dredgling hits Blackfire for 319 darkness damage.
Blackfire the level 19 skeleton swordsmaster was darkened to death by Betayavena the dredgling on level 2 of The Maze.
Blackfire deactivates Spring Attack.


























































































