Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 22 / 70% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 44th Dusk 122nd year of Ascendancy at 02:37 4 / 1 |
Primary Stats
Strength | 45 (base 39) |
Dexterity | 11 (base 10) |
Constitution | 16 (base 11) |
Magic | 19 (base 10) |
Willpower | 65 (base 40) |
Cunning | 35 (base 25) |
Resources
Life | 815/815 |
Equilibrium | 0 |
Healing Factor | 1.2545771506545 |
Regeneration | 17.41215695879 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | -56.302044129894% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 24 |
Accuracy | 45 |
Crit Chance | 14% |
APR | 15 |
Speed | 0.97 |
Offense: Offhand
Damage | 25 |
Accuracy | 45 |
Crit Chance | 14% |
APR | 13 |
Speed | 0.97 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 20% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +33% |
Blight | +8% |
Arcane | +6% |
Cold | +40% |
All | 0% |
Lightning | +17% |
Light | +16% |
Physical | +17% |
Mind | +18% |
Darkness | +8% |
Fire | +33% |
Nature | +53% |
Offense: Damage Penetration
Acid | +12% |
Blight | +12% |
Physical | +12% |
Cold | +27% |
Lightning | +17% |
Temporal | +15% |
Darkness | +12% |
Mind | +5% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 31 (68.594633868923%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 29 |
Mental Save | 44 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 14%( 70%) |
Physical | + 14%( 70%) |
Cold | + 48%( 70%) |
All | + 11%( 70%) |
Darkness | + 32%( 70%) |
Light | + 44%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 49%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Poison Resistance | 60% |
Blind Resistance | 33% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 failed to protect the lone alchemist from death by hummerhorn. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by 3-headed hydra. Escort: lost warrior (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | acidic pouch of iron shots (16/16, 15-18 power, 1 apr) acidic pouch of iron shots (16/16, 15-18 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 16 On Critical: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Shots are used with slings to pummel your foes to death. |
Light source | Strikehunter the brass lantern Strikehunter the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun offense ------ Ignore resists +5% lightning defense ------ Resistance +3% darkness Mind save +12 (+4 eff.) Life +42.00 Disease Resist +20% other ------- 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. |
On head | Tidescar the elven-silk wizard hat (3 def, 0 armour) Tidescar the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +4 (+2 eff.) Damage +10% acid +16% light +9% lightning +17% cold +3% arcane +15% fire Ignore resists +15% cold When Hit 6 cold On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Defense +3 (+2 eff.) Resistance +24% light +9% acid A pointy cloth hat, very wizardly... |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.6 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 507.30 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. |
Tool | Balancestrike (dig speed 18 turns) Balancestrike (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex defense ------ Resistance +3% blight +6% fire +6% nature Life +21.00 other ------- Max stamina +15.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Khelisin Khelisin0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +6 (+3 eff.) Spellpower +7 (+3 eff.) Mindpower +6 (+2 eff.) Damage +3% arcane When Hit 10 blight defense ------ Armor +4 Resistance +6% fire Poison Resist +10% Rings make your fingers look great! |
On fingers | psionicist's copper ring of clarity psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +12 (+4 eff.) Confus Resist +22% Rings make your fingers look great! |
Around neck | Loridodur the Starswift Loridodur the Starswift0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +15% temporal defense ------ Resistance +6% temporal +10% darkness +12% cold +13% light +12% fire Mind save +8 (+3 eff.) Blind Resist +23% Confus Resist +15% Amulets make your neck look great! |
In main hand | Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Around waist | rough leather belt 'Duvibar' rough leather belt 'Duvibar'1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) Damage +9% physical defense ------ Armor +4 Resistance +2% physical Physical save +6 (+3 eff.) Unlife -60.00 life A belt that goes around your waist. |
In off hand | Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 40 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | Belima the linen cloak (1 def, 0 armour) Belima the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +5.00% Mindpower +20 (+5 eff.) Damage +3% mind Ignore resists +5% mind When Hit 2 blight defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 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. |
Inventory
regeneration infusion of the warrior (heal 261; 13 cd) regeneration infusion of the warrior (heal 261; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 25%; mental; dur 2; cd 15) wild infusion of the warrior (res 25%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
blink rune (range 5; phase 14; cd 13) blink rune (range 5; phase 14; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
grounding steel amulet of manastreaming grounding steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +13% lightning Stun Resist +22% other ------- Mana/turn +0.17 Max mana +34.00 Amulets make your neck look great! |
gladiator's steel ring of luminosity gladiator's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con offense ------ Physical Power +7 (+4 eff.) On-Hit 14 light On-Ranged-Hit 13 light Damage +13% light Rings make your fingers look great! |
warrior's steel ring of lightning (+20%) warrior's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +10% lightning defense ------ Armor +6 Resistance +20% lightning Rings make your fingers look great! |
Koriblek (15-18 power, 3 apr, lightning element) Koriblek (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning +9% physical +9% acid When Hit 4 physical On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +12 Defense +8 (+4 eff.) Resistance +3% physical other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 58.99 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. |
iron battleaxe (12-19 power, 1 apr) iron battleaxe (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
acidic steel battleaxe (20-31 power, 2 apr) acidic steel battleaxe (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 67 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed battleaxes. |
slime-covered steel battleaxe of massacre (32-47 power, 2 apr) slime-covered steel battleaxe of massacre (32-47 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Disrupt/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 10% chance to slow global speed by 64% Massive two-handed battleaxes. |
steel greatsword 'Phlegmrage' (24-38 power, 2 apr) steel greatsword 'Phlegmrage' (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 64% * 25% chance for lightning to strike from the target to a second target dealing 41 damage While equipped: Stats +3 Mag offense ------ Critical power +15.00% Ignore Shields +20% On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Resistance +9% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Massive two-handed swords. |
iron longsword (10-15 power, 2 apr) iron longsword (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
flaming dwarven-steel longsword of corruption (20-28 power, 4 apr) flaming dwarven-steel longsword of corruption (20-28 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +7 fire On Hit: 20% Curse of Defenselessness level 3 Sharp, long, and deadly. |
balanced dwarven-steel dagger of crippling (20-25 power, 7 apr) balanced dwarven-steel dagger of crippling (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Accuracy +7 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +25% Sharp, short and deadly. |
chilling dwarven-steel dagger of paradox (20-25 power, 7 apr) chilling dwarven-steel dagger of paradox (20-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 temporal +5 cold While equipped: defense ------ Resistance +7% temporal Sharp, short and deadly. |
creative mossy mindstar (2-2 power, 12 apr, nature damage) creative mossy mindstar (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Kinetic Focus (6-7 power, 18 apr, physical damage) Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Woesweep Woesweep4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% On-Hit, radius 1 +16 darkness While equipped: Stats +4 Dex offense ------ Physical Crit +5.0% Damage +6% darkness Ignore resists +25% physical Accuracy +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
ash longbow 'Furnacestreak' ash longbow 'Furnacestreak'4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +8 fire While equipped: Stats +7 Mag offense ------ Physical Crit +5.0% Accuracy +12 (+6 eff.) defense ------ Defense +15 (+8 eff.) Resistance +9% darkness +9% fire Longbows are used to shoot arrows at your foes. |
iron shield (0 def, 2 armour, 10-13 power, 18.5 block) iron shield (0 def, 2 armour, 10-13 power, 18.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Fogrebel (0 def, 4 armour, 14-16 power, 41 block) Fogrebel (0 def, 4 armour, 14-16 power, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-Hit, radius 1 +16 fire While equipped: offense ------ Damage +6% acid +27% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Armor +4 Fatigue +8% Resistance +6% acid +8% fire +8% lightning +7% cold other ------- Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour) mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of Eyal (6 def, 4 armour) cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +27.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
prismatic cured leather armour of stability (6 def, 4 armour) prismatic cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% physical +12% light +14% darkness Physical save +13 (+7 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of resilience (3 def, 19 armour) impenetrable dwarven-steel mail armour of resilience (3 def, 19 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +19 Defense +3 (+2 eff.) Fatigue +12% Life +22.00 A suit of armour made of mail. |
Faligasin the Blazeglamour Faligasin the Blazeglamour1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con offense ------ Mindpower +3 (+1 eff.) Damage +3% light defense ------ Armor +4 Physical save +9 (+5 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ 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. |
linen cloak 'Layynne' (1 def, 0 armour) linen cloak 'Layynne' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con defense ------ Defense +1 (+1 eff.) Crit Resistance 5.00% other ------- Psi when Hit +0.04 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Magmanight the pair of rough leather boots (19 def, 1 armour) Magmanight the pair of rough leather boots (19 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +3% fire defense ------ Armor +1 Defense +19 (+10 eff.) other ------- Light +1 Infravision +3 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Splendourpiercer the hardened leather gloves (0 def, 2 armour) Splendourpiercer the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Str +6 Mag +4 Cun offense ------ On-Hit 6 lightning Damage +6% lightning Ignore resists +10% light When Hit 4 light defense ------ Armor +2 Resistance +7% lightning other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of strength (+3) (0 def, 2 armour) scouring hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +13 (+6 eff.) When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +16 (+8 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +1.00 other ------- Stamina/turn +1.00 Max stamina +15.00 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. |
Horain the linen wizard hat (11 def, 0 armour) Horain the linen wizard hat (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% Physical Power +15 (+7 eff.) Damage +10% acid Accuracy +5 (+2 eff.) defense ------ Defense +11 (+6 eff.) Resistance +15% acid A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of arcana (2 def, 0 armour) aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +9% Life Regen +3.80 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
9 agate 9 agate0.0 Encumbrance 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance 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. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
376 alchemist agate 376 alchemist agate0.0 Encumbrance 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. |
Obsidianripper the brass lantern Obsidianripper the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% darkness +9% fire defense ------ Resistance +6% darkness Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Xeriwen' brass lantern 'Xeriwen'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +4 Resistance +3% mind +6% light Life +42.00 other ------- 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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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) Rod of Recall (1/1)2.0 Encumbrance 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. |
Beleth the dwarven-steel torque of clear mind [power 3] (25 cooldown) Beleth the dwarven-steel torque of clear mind [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun defense ------ Resistance +3% blight +9% cold +5% arcane +6% temporal Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Rcamhi the Cornac Wyrmic level 22
43rd Dusk 122nd year of Ascendancy at 07:33 see stats
By Rcamhi the Cornac Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 17:40 see stats
By Rcamhi the Cornac Wyrmic level 20
13rd Dusk 122nd year of Ascendancy at 19:15 see stats
By Rcamhi the Cornac Wyrmic level 22
42nd Dusk 122nd year of Ascendancy at 23:42 see stats
By Rcamhi the Cornac Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 09:50 see stats
By Rcamhi the Cornac Wyrmic level 22
42nd Dusk 122nd year of Ascendancy at 16:35 see stats
By Rcamhi the Cornac Wyrmic level 21
15th Dusk 122nd year of Ascendancy at 15:59 see stats
By Rcamhi the Cornac Wyrmic level 16
3rd Dusk 122nd year of Ascendancy at 12:19 see stats
Log
Urkis, the High Tempest resists the wave!
Urkis, the High Tempest's Shock hits Rcamhi for 287 lightning damage.
Blue crystal's cold repulsion area effect hits Urkis, the High Tempest for 10 cold, 10 physical (20 total damage).
Rcamhi is dazed!
Rcamhi uses Nature's Touch.
Rcamhi gains 10% of a turn from Ancestral Life.
Rcamhi receives 246 healing.
Rcamhi is not dazed anymore.
Rcamhi stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits Rcamhi for 98 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Rcamhi for 404 lightning damage.
Rcamhi the level 22 cornac wyrmic was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Urkis, the High Tempest killed Rcamhi!
Saving game...
Resting starts...
Talent Infusion: Healing is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Venomous Breath is ready to use.
Talent Icy Skin is ready to use.
Talent Sudden Growth is ready to use.
Talent Nature's Touch is ready to use.
Talent Nature's Balance is ready to use.
Rested for 46 turns (stop reason: all resources and life at maximum).
Saving done.