










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Extra Dungeons 1.6.7In 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: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Cornac |
| Class | Archmage |
| Level / Exp | 23 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Yvalranne the shadowblade at level 23 on the 61st Dusk 122nd year of Ascendancy at 08:41 / 2Killed by Yvalranne the shadowblade at level 23 on the 61st Dusk 122nd year of Ascendancy at 10:08 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 88 (base 53) |
| Willpower | 84 (base 47) |
| Cunning | 19 (base 11) |
Resources
| Life | 69/276 |
| Mana | 182/660 |
| Healing Factor | 1.2500003099961 |
| Regeneration | 5.3125013174834 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 6 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +58% |
| Physical | +8% |
| Blight | +5% |
| Arcane | +8% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 7 (35.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 42 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Cold | + 26%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 28%( 70%) |
| Mind | + 29%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 39 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: 13 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 1104% for 10 turns (66 total) and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 107 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 explored the expanse and closed all three wormholes. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Xanisewen' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +4 Mag +9 Wil ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +14% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Earanaribar'2.0 T1 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Invis +15 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eilinedhemina (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Dex +5 Mag +4 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 A cap made of leather. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | savior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | mule's copper ring of lightning (+24%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -5% Resists +24% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
| Around waist | rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% A belt that goes around your waist. |
| In main hand | Lisiratira (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Mind.crit +2% Spell.pwr +6 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +7 (+3 eff.) ---------- misc Mana/turn +0.10 Equi/ret +0.04 Max.mana +36.00 Max.hate +2.00 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 122.75 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. |
| On hands | Adumina (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +12 (+4 eff.) Melee+ 10 arcane 5 blight Dmg.mod +8% arcane +5% blight Res.pen +5% arcane Melee Ret 6 temporal ----- def ----- Armour +2 Fatigue +3% Resists +9% arcane +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | stormwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Dmg.mod +5% lightning +8% physical +11% cold ----- def ----- Resists +7% lightning +7% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping cashmere cloak of the Shaloren (11 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +11 (+5 eff.) Phys.save +5 (+3 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 | clarifying copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 219; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 509; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 509 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the warrior (regen 828% over 10 turns; mana 41; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 828% for 10 turns (50 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 107; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 107 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 180; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 180 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
savior's gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
Gumagar the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Resists +6% nature Mind.save +9 (+5 eff.) Stun/Frz- +20% Rings make your fingers look great! |
copper ring 'Runylathakhad'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +14% physical ----- def ----- Resists +11% physical Phys.save +3 (+2 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Rings make your fingers look great! |
warrior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +45.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
Beoregokor the Darkblur (118% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +19% lightning +6% fire +9% acid ----- def ----- Resists +6% darkness +6% acid ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gita the Unlightrigor (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Wil +2 Cun dps ---------- Spell.crit +11% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane Res.pen +10% fire Melee Ret 10 darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Velogatta the Greenumbra (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +5% nature ----- def ----- Armour +8 Resists +3% physical +9% temporal Silence- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff of fate (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Armour +4 Hardiness +4% Phys.save +13 (+7 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal yew vilestaff of wizardry (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +20% blight Phasing +14% ----- def ----- Defense +12 (+6 eff.) Shield.pwr +8% ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nera (118% power, 1 apr) =9con=5.0 T1 greatmaul 2H weapon [Rare] Nature Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: Stats +9 Wil +3 Cun +9 Con dps ---------- Dmg.mod +3% mind ----- def ----- Resists +3% lightning Phys.save +3 (+2 eff.) Max.HP +14.00 Heal.mod +20% Blind- +10% Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of rage (153% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Res.pen +14% physical Acc +25 (+19 eff.) Apr +10 Massive two-handed mauls. |
Sootvile (141% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Disrupt Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 14% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% While equipped: Stats +2 Mag +3 Wil dps ---------- Res.pen +20% darkness ----- def ----- Crit.dmg- 5.00% ---------- misc Infravis +1 Massive two-handed swords. |
Gunebers the Sootvile (129% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Nature Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +5 Wil ----- def ----- Resists +3% darkness ---------- misc Max.hate +10.00 Max.psi +50.00 Sharp, long, and deadly. |
truestriking iron mace (105% power, 2 apr)3.0 T1 mace 1H weapon [Ego+] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+7 eff.) Apr +6 Blunt and deadly. |
acidic dwarven-steel mace (132% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 Blunt and deadly. |
dwarven-steel mace of rage (129% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 130% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Acc +10 (+10 eff.) Blunt and deadly. |
Shiverfiend (121% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 cold On Crit.r2 +12 acid +8 cold While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 10 acid ----- def ----- Resists +9% acid One-handed war axes. |
acidic dwarven-steel waraxe (123% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 155 damage over 5 turns and reducing armor and accuracy by 20 One-handed war axes. |
dwarven-steel waraxe of evisceration (120% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 37 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+6 eff.) One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger of erosion (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature Sharp, short and deadly. |
yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
yew longbow of acid4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +15 acid While equipped: dps ---------- Dmg.mod +12% acid Longbows are used to shoot arrows at your foes. |
linen robe 'Cleansecutter' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Disrupt While equipped: Stats +8 Cun dps ---------- Dmg.mod +12% fire Res.pen +15% fire Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 55% On Melee Ret: * 4 arcane resource burn * 4% chance to slow global speed by 55% ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
Brenalathad the Sunwilder =2con=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% fire Res.pen +10% mind ----- def ----- Resists +5% arcane +1% physical Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Poison- +20% A belt that goes around your waist. |
enveloping cashmere cloak of Eldoral (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +7 (+3 eff.) Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Xeryrin' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +2.0% Phys.pwr +4 (+4 eff.) Res.pen +7% physical ----- def ----- Armour +3 Fatigue +2% Phys.save +3 (+2 eff.) Spell.save +6 (+2 eff.) Die.at -40.00 life HP.reg +4.00 Disarm- +20% Teleport- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinumina the pair of dwarven-steel boots (0 def, 4 armour) =3con=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +4 Fatigue +3% Resists +6% lightning +6% fire +9% nature Phys.save +15 (+8 eff.) Mind.save +15 (+7 eff.) ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glirekira (0 def, 16 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Melee Ret 2 mind ----- def ----- Armour +16 Fatigue -3% Phys.save +7 (+4 eff.) Pinning- +20% ---------- misc Max.enc +31 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Shinewisp' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% light Melee Ret 6 light ----- def ----- Armour +4 Fatigue +3% Resists +9% temporal +8% fire +9% blight +8% cold +5% arcane +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hanidas the hardened leather gloves (0 def, 2 armour) =3con=1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 9 light 11 darkness Dmg.mod +6% light +6% darkness Res.pen +5% blight ----- def ----- Armour +2 Resists +7% light +10% darkness Phys.save +13 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +3 (+2 eff.) Disease- +10% Disarm- +43% ---------- misc Mana/turn +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dimburst (5 def, 1 armour) =wb=2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +3% physical Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Nimbuscut' (0 def, 1 armour) =6con=2.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +3 (+3 eff.) Dmg.mod +3% physical ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning A cap made of leather. |
Giliyalen the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% blight Res.pen +10% blight +10% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +3 Fatigue +3% Resists +15% blight A cap made of leather. |
Manokath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +9% blight Res.pen +25% blight +25% temporal On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +4 Fatigue +4% Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 33.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 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. |
Crystal Focus0.0 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. |
383 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- 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. |
Mardurab (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +5 Dex dps ---------- Phys.pwr +5 (+5 eff.) Res.pen +5% physical Acc +20 (+16 eff.) ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prismroar the iron pickaxe (dig speed 29 turns) =spell cld=3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +9% light Melee Ret 4 light ----- def ----- Resists +3% temporal ---------- misc Spell.cld 10% Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing yew totem of healing [power 266] (2/15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to heal for 35. Natural totems are made by powerful wilders to store nature power. |
Bilefear [power 188] (2/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% darkness Melee Ret 8 darkness On Hit (Melee): * 10% chance to slow global speed by 55% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of shielding [power 290] (2/26 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By blastypants the Cornac Archmage level 21
47th Dusk 122nd year of Ascendancy at 13:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By blastypants the Cornac Archmage level 22
59th Dusk 122nd year of Ascendancy at 22:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By blastypants the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 07:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By blastypants the Cornac Archmage level 20
40th Dusk 122nd year of Ascendancy at 06:45 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By blastypants the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By blastypants the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 23:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By blastypants the Cornac Archmage level 17
18th Dusk 122nd year of Ascendancy at 23:01 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By blastypants the Cornac Archmage level 23
61st Dusk 122nd year of Ascendancy at 08:41 see stats
Log
Melee retaliation hits Yvalranne the shadowblade for 5 temporal, 2 temporal (7 total damage).
Blastypants casts Lightning.
Blastypants deactivates Disruption Shield.
The shield around blastypants crumbles.
Burning from Yvalranne the shadowblade hits blastypants for (71 absorbed), 0 fire (0 total damage).
blastypants receives 85 healing from Temporal Restoration Field.
Thunderstorm hits Yvalranne the shadowblade for 12 lightning damage.
Hurricane from Blastypants hits Yvalranne the shadowblade for 45 lightning damage.
Yvalranne the shadowblade casts Flame.
The shattering blow creates a shockwave!
Phantasmal Shield hits Yvalranne the shadowblade for 33 light damage.
Melee retaliation hits Yvalranne the shadowblade for 3 temporal damage.
Yvalranne the shadowblade hits blastypants for 115 physical, 9 nature, 22 darkness, 73 fire (218 total damage).
LIFE LOST WARNING!
Blastypants casts Teleport.
Select a target to teleport...
Select a teleport location...
The targetted teleport fizzles and works randomly!
Talent Stone Wall is ready to use.
Talent Mudslide is ready to use.
Talent Time Prison is ready to use.
Talent Congeal Time is ready to use.
Talent Mirror Image is ready to use.
Talent Arcane Reconstruction is ready to use.
Burning from Yvalranne the shadowblade hits blastypants for 79 fire damage.
blastypants receives 85 healing from Temporal Restoration Field.
blastypants the level 23 cornac archmage was combusted to death by Yvalranne the shadowblade on level 1 of The Maze.
The furious lightning storm around blastypants calms down and disappears.













































































































