










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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.] Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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:
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 | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 13 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 13 on the 8th Dusk 122nd year of Ascendancy at 04:11 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 1 (base 10) |
| Magic | 42 (base 39) |
| Willpower | 28 (base 28) |
| Cunning | 11 (base 11) |
Resources
| Life | -104/182 |
| Mana | 95/189 |
| Healing Factor | 1.1310526315789 |
| Regeneration | 2.5448684210526 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.851795037758% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 4 |
| Crit Chance | 3% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +19% |
| Cold | +10% |
| Mind | +10% |
| Fire | +4% |
| Acid | +9% |
Offense: Damage Penetration
| Temporal | +25% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 1 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 5 |
| Spell Save | 22 |
| Mental Save | 27 |
Defense: Resistances
| Arcane | + 19%( 70%) |
| Mind | + 16%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 12%( 70%) |
| Darkness | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Confusion Resistance | 21% |
| Stun Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (377 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Thunderstorm |
| talent | Feather Wind |
| talent | Arcane Power |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 4.10 mana per turn. Surging mana |
| detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 22.74 blight damage per turn. Rotting Disease |
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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 |
Equipment
| On feet | [vs. Galugund (0 def, 1 armour) (On feet)]Galugund (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes resistances: +3%(-) cold Changes resistances penetration: +20%(-) temporal Life regen: +2.00 (-) Light radius: +2 (-) Healing mod.: +11% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A pair of boots made of leather. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.93 to 95.80 lightning damage (63.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | [vs. Xanamina the Bleaknoon [power 105] (25 cooldown) (Tool)]Xanamina the Bleaknoon [power 105] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage (Melee): 0(-20) item darkness numbing Changes resistances: +9%(-) darkness It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 257 Base Damage: 107 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. warrior's copper ring of power (On fingers, 1 of 2)]warrior's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +6 (-) Changes stats: +3(-) Str Spellpower: +6 (+3 eff.) (-) Mindpower: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring of power (On fingers, 1 of 2)]Broduregorek the Glarefury Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +0 (-6) Changes stats: +0(-3) Str Changes resistances: +3% light / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +3% light Mental save: +6 (+3 eff.) Confusion immunity: +21% Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]Starcut (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +1(-) Con Changes damage: +9%(-) acid / +6%(-) light / +10%(-) lightning Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Light radius: +2 (-) Infravision radius: +2 (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. cinder rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]cinder rough leather gloves of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) fire Changes stats: +2(-) Str Changes resistances: +5%(-) fire Changes damage: +4%(-) fire 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. |
| Main armor | [vs. mindwoven linen robe of the mind (+10%) (0 def, 0 armour) (Main armor)]mindwoven linen robe of the mind (+10%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +10%(-) mind / +7%(-) all Changes damage: +10%(-) mind Mental save: +16 (+8 eff.) (-) Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. linen cloak (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of magic (+3) (Around neck)]copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 96; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 73; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 402%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 402% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)]wild infusion of the warrior (res 18%; magical; dur 3; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical and -physical effect and reduce all damage taken by 18%(+4%) for 3(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 59; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 59 damage for 3 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 76; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 76 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of magic (+3) (Around neck)]warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. warrior's copper ring of power (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +0 (-6) Changes stats: +0(-3) Str Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of power (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. wizard's steel ring of tenacity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Mag Spell save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Mindpower: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]elm magestaff of illumination (10-12 power, 2 apr, lightning element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +0(-1) Con Changes damage: +10%(-) lightning / +0%(-6%) light / +0%(-9%) acid Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Light radius: +2 (-) Infravision radius: +0 (-2) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 72.33 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming iron greatsword of massacre (21-33.6 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 21.0 - 33.6(+11.0 - +21.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +0(-1) Con Changes damage: +0%(-9%) acid / +0%(-6%) light / +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Infravision radius: +0 (-2) Massive two-handed swords. |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. hateful iron longsword of massacre (18.5-25.9 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9(+8.5 - +13.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Damage (Melee): +6 darkness Damage against: +6% Living When wielded/worn: Changes stats: +0(-1) Con Changes damage: +0%(-9%) acid / +0%(-6%) light / +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Infravision radius: +0 (-2) Sharp, long, and deadly. |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel longsword of massacre (20.5-28.7 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 20.5 - 28.7(+10.5 - +16.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 (+6 eff.) Defense: +7 (+7 eff.) Changes stats: +0(-1) Con Changes damage: +0%(-9%) acid / +0%(-6%) light / +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Disarm immunity: +26% Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Infravision radius: +0 (-2) Sharp, long, and deadly. |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron waraxe of vileness (11-15.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(+1.0 - +3.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 20 Damage (Melee): +6 blight When wielded/worn: Changes stats: +0(-1) Con Changes damage: +0%(-9%) acid / +0%(-6%) light / +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Infravision radius: +0 (-2) One-handed war axes. |
[vs. Starcut (10-12 power, 2 apr, lightning element) (In main hand)]This item will automatically be transmogrified when you leave the level. iron dagger of dampening (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+0.0 - +1.0) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-1) Con Changes resistances: +7% acid / +8% lightning / +8% cold / +7% fire / +2% all Changes damage: +0%(-9%) acid / +0%(-6%) light / +0%(-10%) lightning Talent granted: +0(+-1) Command Staff Spell save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Light radius: +0 (-2) Infravision radius: +0 (-2) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron shield (0 def, 2 armour, 18.5 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking iron shield (0 def, 2 armour, 21 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 1 lightning Talent granted: +1 Block Handheld deflection devices. |
[vs. mindwoven linen robe of the mind (+10%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of resilience (6 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +10% blight / +0%(-10%) mind / +10% nature / +0%(-7%) all Changes damage: +0%(-10%) mind Mental save: +0 (+0 eff.) (-16 (-8 eff.)) Maximum life: +21.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of leather. |
[vs. mindwoven linen robe of the mind (+10%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating iron mail armour of resilience (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +0%(-10%) mind / +0%(-7%) all Changes damage: +0%(-10%) mind Mental save: +0 (+0 eff.) (-16 (-8 eff.)) Life regen: +2.40 Stamina each turn: +0.60 Maximum life: +22.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of mail. |
[vs. mindwoven linen robe of the mind (+10%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +0%(-10%) mind / +0%(-7%) all Changes damage: +0%(-10%) mind Mental save: +0 (+0 eff.) (-16 (-8 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of metal plates. |
[vs. Mighty Girdle (Around waist)]This item will automatically be transmogrified when you leave the level. insulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: -4% (+6%) Changes resistances: +5% fire / +6% cold Maximum encumbrance: +20 (-50) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]This item will automatically be transmogrified when you leave the level. rough leather belt 'Xanawe' Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: -5% (+5%) Changes stats: +1 Con Changes resistances penetration: +5% blight Critical mult.: +5.00% Maximum encumbrance: +23 (-47) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Spellpower: +20 (+7 eff.) A belt that goes around your waist. |
[vs. linen cloak (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Nightpulverizer (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% darkness Changes resistances penetration: +15% fire Changes damage: +3% darkness Spell save: +6 (+3 eff.) Maximum mana: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Galugund (0 def, 1 armour) (On feet)]miner's pair of rough leather boots (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 (+1) Changes resistances: +0%(-3%) cold Changes resistances penetration: +0%(-20%) temporal Life regen: +0.00 (-2.00) Light radius: +0 (-2) Infravision radius: +1 Healing mod.: +0% (-11%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) A pair of boots made of leather. |
[vs. Galugund (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% Changes resistances: +0%(-3%) cold Changes resistances penetration: +0%(-20%) temporal Maximum encumbrance: +20 Physical save: +6 (+6 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +0 (-2) Healing mod.: +0% (-11%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) A pair of boots made of leather. |
[vs. Galugund (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +0%(-3%) cold Changes resistances penetration: +0%(-20%) temporal Life regen: +0.00 (-2.00) Light radius: +0 (-2) Healing mod.: +0% (-11%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Galugund (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +0%(-3%) cold Changes resistances penetration: +0%(-20%) temporal Life regen: +0.00 (-2.00) Stamina each turn: +0.40 Maximum stamina: +10.00 Light radius: +0 (-2) Healing mod.: +0% (-11%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Galugund (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +0%(-3%) cold Changes resistances penetration: +0%(-20%) temporal Life regen: +0.00 (-2.00) Stamina each turn: +0.30 Maximum stamina: +11.00 Light radius: +0 (-2) Healing mod.: +0% (-11%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. cinder rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Armour: +4 (+3) Damage (Melee): 0(-6) fire Changes stats: +0(-2) Str / +5 Wil Changes resistances: +18%(+13%) fire / +10% darkness / +10% nature Changes damage: +10%(+6%) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 101.17 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]Korytolar the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +6 Cun / +1 Mag Changes resistances: +0%(-10%) lightning / +16%(+6%) cold Changes damage: +0%(-10%) lightning / +11%(+1%) cold Maximum psi: +10.00 A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)]linen wizard hat of blight (+10%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% blight / +0%(-10%) cold / +0%(-10%) lightning Changes damage: +10% blight / +0%(-10%) cold / +0%(-10%) lightning A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)]linen wizard hat of nature (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +16% nature Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +11% nature A pointy cloth hat, very wizardly... |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +41.00 Light radius: +5 (-) Healing mod.: +0% (-10%) 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. |
[vs. Xanamina the Bleaknoon [power 105] (25 cooldown) (Tool)]iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +1 Str Changes resistances: +0%(-9%) darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Xanamina the Bleaknoon [power 105] (25 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. iron pickaxe (dig speed 40 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes stats: +1 Str Changes resistances: +0%(-9%) darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. Xanamina the Bleaknoon [power 105] (25 cooldown) (Tool)]soothing elm totem of summon tentacle [power 95] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item darkness numbing Changes resistances: +0%(-9%) darkness It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 102 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 35. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By testing chantmage the Cornac Archmage level 10
3rd Flare 122nd year of Ascendancy at 06:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By testing chantmage the Cornac Archmage level 11
7th Flare 122nd year of Ascendancy at 11:25 see stats
Log
Thunderstorm hits Elven corruptor for 11 lightning damage.
testing chantmage hits Elven corruptor for 15 lightning damage.
Elven corruptor casts Timeless.
Testing chantmage casts Lightning.
Testing chantmage is afflicted by a rotting disease!
testing chantmage hits Something for 94 lightning damage.
Something hits testing chantmage for (120 absorbed), 0 blight (0 total damage).
Rotting Disease from Elven corruptor hits testing chantmage for (23 absorbed), 0 blight (0 total damage).
testing chantmage hits Something for 15 lightning damage.
Testing chantmage casts Manathrust.
Testing chantmage's Manathrust hits Something for 68 arcane damage.
Testing chantmage deactivates Disruption Shield.
Testing chantmage's disruption shield collapses and then explodes in a powerful manastorm!
Elven corruptor's Blood Grasp hits testing chantmage for (110 absorbed), (150 mana), 0 blight (0 total damage).
Rotting Disease from Elven corruptor hits testing chantmage for 23 blight damage.
testing chantmage hits Something for 15 lightning damage.
Testing chantmage casts Rune: Manasurge.
Testing chantmage starts to surge mana.
Testing chantmage's arcane area effect hits Something for 28 arcane damage.
Elven corruptor's Soul Rot hits testing chantmage for 262 blight damage.
testing chantmage the level 13 cornac archmage was infected to death by an elven corruptor on level 1 of Rhaloren Camp.
Testing chantmage deactivates Arcane Power.
Testing chantmage deactivates Thunderstorm.
The furious lightning storm around testing chantmage calms down and disappears.
Testing chantmage deactivates Feather Wind.
Testing chantmage stops surging mana.
Testing chantmage is free from the rotting disease.




















































































