












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.0Official 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.
ZOmnibus Addon Pack 1.7.0Combines 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: Ashes of Urh'Rok 1.7.0Official 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:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 1.6.6 Summmoner Fix 1.6.6 Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 35 / 78% |
Size | small |
Lifes / Deaths | Killed by gigantic corrosive tunneler at level 35 on the 42nd Haze 123rd year of Ascendancy at 03:08 / 1 |
Primary Stats
Strength | 27 (base 13) |
Dexterity | 64 (base 34) |
Constitution | 40 (base 32) |
Magic | 78 (base 47) |
Willpower | 40 (base 15) |
Cunning | 79 (base 36) |
Resources
Life | -19/888 |
Mana | 353/454 |
Stamina | 57/277 |
Vim | 276/276 |
Healing Factor | 1.2222297605397 |
Regeneration | 3.9722467217538 |
Speed
Mental | +3.0198066269804E-12% |
Attack | 0% |
Movement | +50% |
Spell | +3.0198066269804E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 62 |
Accuracy | 60 |
Crit Chance | 56% |
APR | 39 |
Speed | 0.90 |
Offense: Offhand
Damage | 51 |
Accuracy | 60 |
Crit Chance | 45% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31.5 |
Crit Chance | 26% |
Speed | 0.99999999999997 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Temporal | +7% |
Nature | +14% |
Fire | +26% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
All | +25% |
Defense: Base
Armour (hardiness) | 27 (57.718496631565%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 45 |
Mental Save | 44 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 30%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 13%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Poison Resistance | 16% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 7 of Dreadfell. Escort: lost tinker (level 7 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 189. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed orc heart. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. * You've found the needed vampire lord fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. This object's appearance was changed to The Black Boots. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex +5 Wil dps ---------- Spell.crit +3% Spell.pwr +30 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.08 Max.vim +30.00 Infravis +5 A cap made of leather. This object's appearance was changed to Pyro: Cloth Head 2. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% lightning +24% fire +12% nature Acc +12 (+3 eff.) ----- def ----- Armour +3 Resists +6% nature 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. This object's appearance was changed to Fists of the Desert Scorpion. |
Tool | ![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Crit.mult +15.00% ---------- misc Max.vim +10.00 See.Invis +12 Sting an enemy dealing 392 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 32% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +14 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con ----- def ----- Resists +6% nature +7% blight Poison- +16% Disease- +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +4 Mag +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 0% Cun, 50% Mag, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. This object's appearance was changed to Pyro: Sword 1. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +6 Str +3 Mag +3 Cun ----- def ----- Armour +11 Mind.save +18 (+6 eff.) ---------- misc Vim/s.crit +2.00 Light +3 Create a temporary shield that absorbs 314 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 45% Cun, 5% Mag, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. This object's appearance was changed to Pyro: Dagger 1. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +6% acid +6% fire +6% lightning +5% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Pyro: Cape. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +5 Dex +4 Mag +10 Wil +10 Cun ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Mind.save +13 (+4 eff.) Max.HP +31.00 A suit of armour made of leather. This object's appearance was changed to Pyro: Cloth Armour 1. |
Inventory
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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. 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 |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +6% mind Melee Ret 4 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +10 (+2 eff.) Resists +9% temporal ---------- misc Max.stam +30.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.54 cold and 13.55 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Str +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +16% arcane ----- def ----- Resists +13% arcane ---------- misc Equi/ret +0.12 Light +2 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) Blind- +28% ---------- misc Infravis +3 See.Stealth +11 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Melee+ 10 physical Ranged+ 5 physical Acc +11 (+3 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 13% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +16 temporal While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +19 (+5 eff.) ----- def ----- Resists +14% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 114% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 mind On Hit: * 15% chance to reduce all saves and defense by 25 While equipped: Stats +4 Str +3 Wil +2 Cun +1 Con ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Max.vim +10.00 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Psionic Power 146% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 darkness Against +16% Living On Hit: * 20 arcane resource burn While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +12% physical Apr +2 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Psionic Power 149% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +13 darkness +20 lightning Against +12% Living While equipped: ----- def ----- Resists +1% physical +6% darkness +3% cold Silence- +10% Stun/Frz- +20% Sharp, short and deadly. This object's appearance was changed to Icy Kill. |
![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+3 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+2 eff.) Fatigue +8% Phys.save +8 (+4 eff.) A suit of armour made of leather. This object's appearance was changed to Plumpkin Daper: Witch Robe. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +26% acid +9% physical +9% cold +8% lightning +13% fire A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Mind.pwr +3 (+1 eff.) Apr +2 On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Phys.save +15 (+7 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) Dmg.mod +12% blight On Hit (Melee): * 10% chance to slow global speed by 52% * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +6% blight +6% nature Max.HP +34.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun +3 Con +7 Lck dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +8 ---------- misc T.Disarm +11 Infravis +4 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% light +3% temporal +6% darkness +5% arcane Crit.dmg- 15.00% Die.at -20.00 life HP.reg +1.70 Heal.mod +22% Knockbk- +20% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Apr +1 On Hit (Melee): * 10% chance to reduce armor by 28% * 10% chance to reduce all saves and defense by 25 ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Guise of the Hated. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun ----- def ----- Armour +3 Phys.save +9 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+2 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Phys.pwr +30 (+10 eff.) Res.pen +5% cold Melee Ret 4 cold ----- def ----- Armour +3 Fatigue +3% Resists +16% darkness +3% cold ---------- misc Stam/turn +2.00 Infravis +2 A cap made of leather. This object's appearance was changed to Fanged Collar. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Str dps ---------- Phys.pwr +10 (+3 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +30 (+6 eff.) Resists +6% blight +1% physical Mind.save +11 (+4 eff.) HP.reg +4.00 Heal.mod +10% ---------- misc Light +4 See.Stealth +10 See.Invis +20 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +5 Wil +3 Con dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +12% blight ---------- misc Stam/turn +1.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 18.93 cold damage and 16.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Cwon the Halfling Shadowblade level 30
14th Pyre 123rd year of Ascendancy at 16:46 see stats
By Cwon the Halfling Shadowblade level 28
73rd Regrowth 123rd year of Ascendancy at 06:37 see stats
By Cwon the Halfling Shadowblade level 33
45th Pyre 123rd year of Ascendancy at 18:34 see stats
By Cwon the Halfling Shadowblade level 32
42nd Pyre 123rd year of Ascendancy at 14:37 see stats
By Cwon the Halfling Shadowblade level 23
40th Regrowth 123rd year of Ascendancy at 09:52 see stats
By Cwon the Halfling Shadowblade level 12
12nd Dusk 122nd year of Ascendancy at 21:31 see stats
By Cwon the Halfling Shadowblade level 34
4th Mirth 123rd year of Ascendancy at 10:19 see stats
By Cwon the Halfling Shadowblade level 31
39th Pyre 123rd year of Ascendancy at 08:25 see stats
By Cwon the Halfling Shadowblade level 22
14th Regrowth 123rd year of Ascendancy at 02:29 see stats
By Cwon the Halfling Shadowblade level 23
47th Regrowth 123rd year of Ascendancy at 13:02 see stats
By Cwon the Halfling Shadowblade level 19
67th Haze 122nd year of Ascendancy at 22:05 see stats
By Cwon the Halfling Shadowblade level 24
48th Regrowth 123rd year of Ascendancy at 20:19 see stats
By Cwon the Halfling Shadowblade level 34
4th Mirth 123rd year of Ascendancy at 14:28 see stats
By Cwon the Halfling Shadowblade level 30
80th Regrowth 123rd year of Ascendancy at 05:20 see stats
By Cwon the Halfling Shadowblade level 31
37th Pyre 123rd year of Ascendancy at 19:28 see stats
By Cwon the Halfling Shadowblade level 30
7th Pyre 123rd year of Ascendancy at 04:32 see stats
By Cwon the Halfling Shadowblade level 10
2nd Summertide 122nd year of Ascendancy at 01:20 see stats
By Cwon the Halfling Shadowblade level 20
69th Haze 122nd year of Ascendancy at 17:39 see stats
By Cwon the Halfling Shadowblade level 30
80th Regrowth 123rd year of Ascendancy at 05:12 see stats
By Cwon the Halfling Shadowblade level 19
51st Haze 122nd year of Ascendancy at 00:14 see stats
By Cwon the Halfling Shadowblade level 32
39th Pyre 123rd year of Ascendancy at 10:39 see stats
By Cwon the Halfling Shadowblade level 11
8th Flare 122nd year of Ascendancy at 08:22 see stats
By Cwon the Halfling Shadowblade level 19
58th Haze 122nd year of Ascendancy at 01:58 see stats
By Cwon the Halfling Shadowblade level 23
47th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Cwon the Halfling Shadowblade level 19
57th Haze 122nd year of Ascendancy at 15:19 see stats
By Cwon the Halfling Shadowblade level 28
73rd Regrowth 123rd year of Ascendancy at 04:14 see stats
By Cwon the Halfling Shadowblade level 19
69th Haze 122nd year of Ascendancy at 06:46 see stats
By Cwon the Halfling Shadowblade level 26
72nd Regrowth 123rd year of Ascendancy at 06:39 see stats
Log
Gigantic corrosive tunneler's acid area effect hits Gigantic sandworm tunneler for 68 acid damage.
Gigantic corrosive tunneler's acid area effect hits Shadow for 68 acid damage.
Gigantic corrosive tunneler's acid area effect hits Xera the sand-drake for (10 deflected), 49 acid (49 total damage).
Gigantic corrosive tunneler's acid area effect hits Cwon for 44 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic corrosive tunneler for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Shadow for 67 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic sandworm tunneler for 67 acid damage.
Gigantic corrosive tunneler's acid area effect hits Xera the sand-drake for (28 deflected), 30 acid (30 total damage).
Gigantic corrosive tunneler's acid area effect hits Shadow for 67 acid damage.
Xera the sand-drake's creeping dark hits Gigantic sandworm tunneler for 61 darkness damage.
Cwon's Displacement Shield has been disrupted by anti-magic forces!
Xera the sand-drake's creeping dark hits Cwon for 55 darkness damage.
Gigantic sandworm tunneler misses Cwon.
Cwon evades Gigantic corrosive tunneler.
Xera the sand-drake breathes sand!
Xera the sand-drake's mind surges with critical power!
Cwon reacts to damage from Xera the sand-drake, mitigating the blow!.
Cwon resists the effect 'Blinded'!
Gigantic corrosive tunneler resists the sandstorm!
Xera the sand-drake strikes Cwon in the darkness (+22% damage).
Xera the sand-drake hits Cwon for (77 reacted , -5 stam), 85 physical (85 total damage).
Xera the sand-drake hits Gigantic sandworm tunneler for 221 physical damage.
Xera the sand-drake hits Gigantic corrosive tunneler for 183 physical damage.
You feel a surge of power as a powerful creature falls nearby.
Gigantic corrosive tunneler's acid area effect hits Cwon for 44 acid damage.
Gigantic corrosive tunneler's acid area effect hits Gigantic corrosive tunneler for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits Shadow for 68 acid damage.
Gigantic corrosive tunneler's acid area effect hits Xera the sand-drake for (29 deflected), 30 acid (30 total damage).
Cwon the level 35 halfling shadowblade was melted to death by a gigantic corrosive tunneler on level 1 of Briagh's Lair.