Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.0Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Inferno Race Pack 1.4.0Adds a collection of my races. 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.5.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.4.8Donators/Buyers bonus! Select your Escorts 1.5.0Allows 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. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Fix for Celestials 1.5.0-- Fixed as of 1.5.1 -- Celestial/Hymns and Celestial/Chants are bugged so that they require 0, 4, 5, 6 previous abilities in that tree. 1.3.0: Chant/Hymn being affected by their relevant category should now be working (with hopefully no side-effects) -> The chant/hymn's stats are based on whichever has the higher effective level between "Chant/Hymn Acolyte" and the hymn/chant in question. --> This means that if you're effective level 3.2 (4/5 talent points) in Chant Acolyte and grab a level of an individual chant from an escort, the chant's stats should be based off your effective level 4.0 chant. ---> In the same example, if you grab another level (so you're now 5/5) in Chant Acolyte, you should be able to get effective level 4.8 in that chant (It's not possible to choose the chant if you're already 5/5 in that chant when choosing an escort reward though) --> For Celestials who start with extra mastery in Chants/Hymns, this means that if you get an extra level in the chant from an escort it may not change the stats at high levels of Chant Acolyte ---> 6/5 chant talent becomes effective level 6 (1.00 mastery). 5/5 Chant Acolyte becomes effective level 6.5 (1.30 mastery). Therefore the extra level doesn't really matter. ----> In this example, the extra level is only really useful at level 3 Chant Acolyte or lower (4.0 vs 3.9) Small fix to Chant of Fortitude's description function 1.2.1: Previous upload was broken, fixed 1.2.0: Thanks to Felix on the Steam Workshop page for the helpful comment Reverted changes to Chant/Hymn category Fixed display of Chant Acolyte's values 1.1.0: Fixed the Armor Hardiness display in the levelup page to correctly display its true value (15%) Chants and Hymns should now scale with Mastery in their associated talent trees 1.0.0: Base patch, includes the basic fix to Celestial/Chants and Celestial/Hymns trees Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Arcanist Effigy |
Class | Enchanter |
Level / Exp | 6 / 46% |
Size | medium |
Lifes / Deaths | Killed by Aderekira the rogue at level 6 on the 75th Pyre 122nd year of Ascendancy at 20:39 / 1 |
Primary Stats
Strength | 29 (base 29) |
Dexterity | 32 (base 29) |
Constitution | 43 (base 29) |
Magic | 34 (base 29) |
Willpower | 36 (base 29) |
Cunning | 38 (base 29) |
Resources
Life | -39/576 |
Mana | 275/275 |
Stamina | 255/255 |
Psi_feedback | 75/75 |
Healing Factor | 1.3623943661972 |
Regeneration | 15.735654929577 |
Speed
Mental | +200% |
Attack | +200% |
Movement | -15% |
Spell | +200% |
Global | +125% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 59.225603750016 |
See Invisible | 68.225603750016 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 67 |
Accuracy | 43 |
Crit Chance | 12% |
APR | 71 |
Speed | 0.33 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 18% |
Speed | 0.33333333333333 |
Cooldown Reduction | 9.75 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 10% |
Speed | 0.33333333333333 |
Defense: Base
Armour (hardiness) | 79 (90%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 53 |
Mental Save | 53 |
Defense: Resistances
All | + 25%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Magical combat | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Golem / Arcane | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Disenchantment | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Inanimation | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Ordered hedgemagic | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Martial enchantments | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Mana alchemy | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Staff combat | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Golem / Effigy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Reflective Skin |
talent | Shielding |
talent | Fiery Hands |
talent | Staff Warding |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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 explored the expanse and closed all three wormholes. | done |
Equipment
On feet | pair of rough leather boots 'Phoenixstreak' (0 def, 1 armour) pair of rough leather boots 'Phoenixstreak' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Damage when hit (Melee): 4 fire Changes resistances: +6% lightning / +5% temporal Grants telepathy: Demon/Minor Demon/Major See invisible: +9 A pair of boots made of leather. |
On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Defense: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Around neck | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +5 Cun / +5 Con Life regen: +0.40 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
In main hand | lifebinding yew magestaff (20-24 power, 4 apr, fire element) lifebinding yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
On head | miner's rough leather cap of constitution (+3) (0 def, 3 armour) miner's rough leather cap of constitution (+3) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Con Infravision radius: +1 A cap made of leather. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% fire / +6% arcane / +6% cold Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 49 power out of 70/70) : Effective talent level: 2.0 Power cost: 49 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 13.05 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Cloak | Hegozor the Lustrerip (1 def, 0 armour) Hegozor the Lustrerip (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +2 Wil / +1 Mag Changes resistances: +3% acid Changes damage: +3% light Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
rough leather sling 'Kindledream' rough leather sling 'Kindledream'Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 fire Burst (radius 1) on hit: +4 arcane / +2 fire Burst (radius 2) on crit: +2 arcane When wielded/worn: Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. |
Boraduroddahell the elm magestaff (10-12 power, 2 apr, arcane element) Boraduroddahell the elm magestaff (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces Enchantment: Weapon 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: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +10 Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +15% mind Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +5.00% Psi when hit: +0.08 Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces Enchantment: Weapon 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: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff (10-12 power, 2 apr, arcane element) surging elm magestaff (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces 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% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Duskquencher (3 def, 12 armour) Duskquencher (3 def, 12 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 15% chance to blind Changes resistances: +6% darkness Changes resistances penetration: +20% darkness Changes damage: +3% light A suit of armour made of metal plates. |
agate 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
69 alchemist agate 69 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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, costing 142 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. |
Transmogrification Chest 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), costing 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. |
3 ametrine 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By EffChanter the Arcanist Effigy Enchanter level 6
75th Pyre 122nd year of Ascendancy at 03:33 see stats
By EffChanter the Arcanist Effigy Enchanter level 4
74th Pyre 122nd year of Ascendancy at 21:54 see stats
By EffChanter the Arcanist Effigy Enchanter level 4
74th Pyre 122nd year of Ascendancy at 16:14 see stats
By EffChanter the Arcanist Effigy Enchanter level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
EffChanter hits Aderekira the rogue for (2 shared), (2 shared), 2 temporal (2 total damage).
Aderekira the rogue hits EffChanter for 31 temporal damage.
Aderekira the rogue uses Switch Place.
Aderekira the rogue tries to evade attacks.
Aderekira the rogue shares damage with his fugue clones!
EffChanter HEALS from fire damage!
EffChanter HEALS from darkness damage!
EffChanter HEALS from blight damage!
EffChanter reflects damage back to Aderekira the rogue!
Aderekira the rogue hits EffChanter for 8 darkness, 2 fire, 1 blight, 8 darkness (18 total damage).
EffChanter hits Aderekira the rogue for (0 shared), (0 shared), 0 darkness, (0 shared), (0 shared), 0 fire, (1 shared), (1 shared), 1 fire, (0 shared), (0 shared), 0 blight, (0 shared), (0 shared), 0 darkness, (1 shared), (1 shared), 1 fire (2 total damage).
Aderekira the rogue's Temporal Bolt hits Aderekira the rogue for 0 temporal damage.
Aderekira the rogue's Temporal Bolt hits Aderekira the rogue for 0 temporal damage.
Aderekira the rogue casts Temporal Bolt.
Aderekira the rogue casts Seal Fate.
Aderekira the rogue shares damage with his fugue clones!
EffChanter HEALS from temporal damage!
EffChanter reflects damage back to Aderekira the rogue!
Aderekira the rogue hits EffChanter for 31 temporal damage.
EffChanter hits Aderekira the rogue for (2 shared), (2 shared), 2 temporal (2 total damage).
Aderekira the rogue casts Shadow Leash.
EffChanter is disarmed!
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Aderekira the rogue casts Temporal Bolt.
Aderekira the rogue's spell attains critical power!
Aderekira the rogue is surging arcane power.
Saving game...