








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Archmage |
Level / Exp | 29 / 75% |
Size | small |
Lifes / Deaths | Killed by Ivurida the large white snake at level 29 on the 20th Haze 122nd year of Ascendancy at 10:30 / 1 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 20 (base 10) |
Magic | 75 (base 60) |
Willpower | 75 (base 58) |
Cunning | 31 (base 11) |
Resources
Life | -67/377 |
Mana | 207/725 |
Healing Factor | 1.137058885578 |
Regeneration | 5.9695591492846 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 19 |
Offense: Mainhand
Damage | 29 |
Accuracy | 17 |
Crit Chance | 9% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +9% |
Mind | +6% |
Lightning | +34% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +20% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 40 |
Mental Save | 37 |
Defense: Resistances
Acid | + 6%( 70%) |
Nature | + 3%( 70%) |
Darkness | + 6%( 70%) |
Cold | + 3%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 24% |
Disarm Resistance | 20% |
Confusion Resistance | 55% |
Silence Resistance | 20% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 1190% for 10 turns (158 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 436 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Spell / Air | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 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 fire dragon that dwelled there. | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed hummerhorn wing. Marus of Elvala has completed an elixir of mysticism without your aid. 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 electric eel tail. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You 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 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +20% lightning +5% fire Melee Ret 4 fire ----- def ----- Armour +3 Fatigue -13% Resists +6% lightning +6% fire Phys.save +32 (+14 eff.) Mind.save +12 (+5 eff.) ---------- misc Max.enc +52 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +5 Con ----- def ----- Armour +6 Resists +6% acid Max.HP +53.00 HP.reg +4.00 ---------- misc Light +4 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.70 Mana/ret +0.70 Max.mana +41.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Dex +5 Wil +5 Cun +7 Con dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +3% acid +6% fire Res.pen +15% blight Acc +10 (+6 eff.) Melee Ret 2 blight 6 fire ----- def ----- Resists +6% fire Stun/Frz- +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +6% mind ----- def ----- Resists +3% lightning +6% darkness +3% nature Spell.save +3 (+1 eff.) Max.HP +29.00 Disarm- +20% Pinning- +24% Knockbk- +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +19.00% Spell.pwr +11 (+4 eff.) Melee+ 18 fire Dmg.mod +15% lightning ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +9% light ----- def ----- Armour +1 Resists +6% lightning +3% cold Crit.chn- 5.00% Die.at -40.00 life Heal.mod +5% Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+8 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Mana/turn +0.13 Max.mana +23.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +15.00% Dmg.mod +3% darkness Apr +2 ----- def ----- Armour +8 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +21% acid +9% temporal Res.pen +25% arcane ----- def ----- Resists +5% arcane ---------- misc Masteries +0.22 Spell/Ice Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +13% nature +12% blight Poison- +21% Disease- +29% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.15 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 physical Ranged+ 9 physical Dmg.mod +3% light +3% cold Res.pen +5% cold On Hit (Melee): * 11% chance to reduce all saves and defense by 28 On Hit (Ranged): * 12% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -4% Resists +6% light Silence- +22% ---------- misc Max.enc +23 Mana/turn +0.16 Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% lightning +6% mind Res.pen +5% light Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +6% mind Spell.save +11 (+4 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning Melee Ret 6 lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% blight +6% fire +7% nature +9% temporal Poison- +17% Disease- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +18% acid +17% fire +12% lightning +15% cold Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -5% Resists +20% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +20 light +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+7 eff.) Res.pen +10% light +14% physical ----- def ----- Resists +15% light +12% temporal Disarm- +35% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +4 Resists +6% cold Spell.save +15 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +100.00 HP.reg +4.00 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +8 mind While equipped: Stats +8 Cun dps ---------- Phys.crit +5.0% Mind.pwr +30 (+10 eff.) Acc +15 (+8 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +5.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 darkness +8 nature On Hit.r1 +20 nature While equipped: Stats +5 Dex ----- def ----- Resists +15% lightning +6% darkness Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Res.pen +15% physical +10% fire Apr +2 ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +10 (+4 eff.) Dmg.mod +15% lightning Res.pen +10% mind Phasing +10% On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +19 (+10 eff.) Resists +6% temporal Shield.pwr +7% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 127.09 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+6 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +21 (+11 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 light On Hit.r1 +16 light On Hit: * 20% chance to reduce damage dealt by 23% While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +9% light +6% darkness One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Dex +6 Mag +7 Wil +2 Con ----- def ----- Resists +8% fire +11% cold A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Normal] A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Res.pen +10% physical ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane +9% lightning Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- 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. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+6 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +5% physical Melee Ret 4 physical ----- def ----- Armour +1 Resists +1% physical Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Armour +3 Defense +10 (+6 eff.) Resists +4% physical HP.reg +5.00 Heal.mod +14% ---------- misc Max.stam +20.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +3 Resists +3% darkness +2% physical Phys.save +8 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +8 (+3 eff.) Die.at -20.00 life Max.HP +100.00 Confus- +20% Stun/Frz- +10% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 98.96 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. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire Unarmed combat: Power 10.5 - 11.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +10 Dex +5 Cun dps ---------- Melee+ 8 acid Dmg.mod +5% acid +9% mind Acc +21 (+11 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +2 Resists +7% acid +6% mind +9% light Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +10.0% Atk.spd 100% On Crit.r2 +11 acid On Hit: 15% Perfect Strike 3 On Hit: 10% Corrosive Breath 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +5% physical Acc +14 (+8 eff.) ----- def ----- Armour +9 Fatigue +3% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +25% acid +10% darkness +10% light ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +3% light ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +12% darkness Apr +6 ----- def ----- Defense +16 (+9 eff.) Resists +18% darkness Phys.save +12 (+6 eff.) ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +7 Wil +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+3 eff.) A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +4 (+3 eff.) Fatigue +12% Resists +5% physical Phys.save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% lightning +5% darkness +15% nature Melee Ret 6 nature 8 darkness On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +6% darkness +23% fire A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 14 acid 12 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +11 Fatigue +22% Resists +30% acid +12% fire A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 28 [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+9 eff.) Rng.Def +15 (+8 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Cun +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +7% fire +13% darkness +10% nature Affinity +15% darkness Mind.save +6 (+3 eff.) ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +5 Str +4 Wil +6 Cun dps ---------- Phys.crit +6.0% Mind.crit +10% Dmg.mod +6% arcane +3% mind Res.pen +5% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +1 Cun dps ---------- Acc +5 (+3 eff.) Melee Ret 6 acid 4 cold On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +12% acid +5% physical ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
![]() 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. |
![]() 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +9% nature +3% fire +3% light +5% arcane Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 cooldown 100% to heal for 54. 100% to reduce fatigue by 52% for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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 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. |
Achievements
By Eteki the Yeek Archmage level 25
74th Dusk 122nd year of Ascendancy at 12:52 see stats
By Eteki the Yeek Archmage level 15
10th Dusk 122nd year of Ascendancy at 06:08 see stats
By Eteki the Yeek Archmage level 24
61st Dusk 122nd year of Ascendancy at 07:12 see stats
By Eteki the Yeek Archmage level 10
9th Mirth 122nd year of Ascendancy at 20:38 see stats
By Eteki the Yeek Archmage level 20
28th Dusk 122nd year of Ascendancy at 18:30 see stats
By Eteki the Yeek Archmage level 25
63rd Dusk 122nd year of Ascendancy at 16:52 see stats
By Eteki the Yeek Archmage level 13
2nd Flare 122nd year of Ascendancy at 09:00 see stats
By Eteki the Yeek Archmage level 12
1st Flare 122nd year of Ascendancy at 03:36 see stats
By Eteki the Yeek Archmage level 28
77th Dusk 122nd year of Ascendancy at 09:12 see stats
By Eteki the Yeek Archmage level 17
18th Dusk 122nd year of Ascendancy at 08:05 see stats
Log
Yeek mindslayer hits Ivurida the large white snake for 23 physical, 7 blight, 17 physical, 27 lightning, 11 physical, 17 physical, 27 lightning, 89 acid (219 total damage).
Something hits Ivurida the large white snake for 32 physical, 5 cold, 17 physical, 27 lightning, 11 physical, 9 blight, 17 physical, 27 lightning (146 total damage).
Yeek mindslayer is weakened by the gloom.
Ivurida the large white snake's mind surges with critical power!
Mindrot strikes Eteki in the darkness (+46% damage).
Eteki teleports some damage to Ivurida the large white snake!
Mindrot hits Eteki for (93 to time), 0 mind, (92 teleported), 0 darkness (0 total damage).
Mindrot hits Ivurida the large white snake for 92 teleported damage.
Mindrot hits Yeek mindslayer for 59 mind, 95 darkness (154 total damage).
Eteki's arcane area effect hits Yeek mindslayer for 109 arcane damage.
Eteki's arcane area effect hits Ivurida the large white snake for 93 arcane damage.
Eteki's ice storm area effect hits Yeek mindslayer for 38 cold damage.
Eteki's ice storm area effect hits Ivurida the large white snake for 31 cold damage.
Ivurida the large white snake uses Dark Torrent.
Ivurida the large white snake begins rampaging!
The fabric of space around Eteki stabilizes to normal.
Your time shield crumbles under the damage!
The fabric of time around Eteki stabilizes to normal.
The powerful time-altering energies generate a restoration field on Eteki.
Eteki teleports some damage to Ivurida the large white snake!
Ivurida the large white snake strikes Eteki in the darkness (+46% damage).
Ivurida the large white snake hits Eteki for (378 teleported), (91 to time), 202 darkness (202 total damage).
Ivurida the large white snake hits Ivurida the large white snake for 378 teleported damage.
Eteki receives 66 healing from Temporal Restoration Field.
Thunderstorm hits Ivurida the large white snake for 15 lightning damage.
Ivurida the large white snake's creeping dark strikes Eteki in the darkness (+46% damage).
Ivurida the large white snake's creeping dark hits Eteki for 118 darkness damage.
Eteki the level 29 yeek archmage was shadowed to death by Ivurida the large white snake on level 1 of Ruined Dungeon.
--------------------------------
The furious lightning storm around Eteki calms down and disappears.