Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies 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: 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. 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 | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 24 / 7% |
Size | small |
Lifes / Deaths | Killed by Getta the skeleton mage at level 24 on the 50th Dusk 123rd year of Ascendancy at 07:37 / 1 |
Primary Stats
Strength | 15 (base 18) |
Dexterity | 46 (base 39) |
Constitution | 18 (base 10) |
Magic | 11 (base 10) |
Willpower | 13 (base 10) |
Cunning | 70 (base 54) |
Resources
Life | -168/767 |
Stamina | 56/176 |
Healing Factor | 1.2811363549267 |
Regeneration | 21.843374851499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +31% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 43.22431398015 |
See Invisible | 43.22431398015 |
Offense: Mainhand
Damage | 70 |
Accuracy | 43 |
Crit Chance | 31% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 43 |
Crit Chance | 31% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +3% |
Cold | +9% |
Nature | +3% |
Physical | +22% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Lightning | +5% |
Cold | +7% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 27 (49.007671158813%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 19 |
Mental Save | 36 |
Defense: Resistances
Cold | + 14%( 70%) |
Lightning | + 28%( 70%) |
Light | + 3%( 70%) |
Nature | + 6%( 70%) |
Blight | + 6%( 70%) |
Physical | + 23%( 70%) |
Fire | + 27%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Ce'Nedagatira the hornet swarm. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
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 Shardskin. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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 bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed wretchling eyeball. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Tarrazilagund' (0 def, 3 armour) pair of rough leather boots 'Tarrazilagund' (0 def, 3 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 Resists +9% lightning +12% fire Phys.save +3 (+2 eff.) Die.at -60.00 life Confus- +10% A pair of boots made of leather. |
Light source | Blazewyrd Blazewyrd2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Melee Ret 8 light 11 fire ----- def ----- Resists +9% fire Crit.chn- 10.00% Max.HP +20.00 Cut- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Betyta (0 def, 4 armour) Betyta (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +4 Fatigue +4% Resists +6% fire +3% light +11% cold Mind.save +12 (+5 eff.) Max.HP +80.00 HP.reg +4.00 ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic iron gauntlets of butchering (0 def, 4 armour) heroic iron gauntlets of butchering (0 def, 4 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +1% Resists +6% blight Spell.save +10 (+5 eff.) Mind.save +5 (+3 eff.) Max.HP +42.00 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. |
Tool | focusing elm wand of lightning storm [power 122] (1/9 cooldown) focusing elm wand of lightning storm [power 122] (1/9 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 9 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Frosttitan' steel ring 'Frosttitan'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Cun +1 Mag dps ---------- Dmg.mod +9% cold +12% physical ----- def ----- Resists +3% cold +12% physical ---------- misc Infravis +1 Rings make your fingers look great! |
On fingers | titan's steel ring of the mountain (+10%) titan's steel ring of the mountain (+10%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | wanderer's steel amulet of cunning (+4) wanderer's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +7 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
In main hand | truestriking dwarven-steel dagger (22-29 power, 7 apr) truestriking dwarven-steel dagger (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 22.0 - 28.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +10 Sharp, short and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | stormbringer's dwarven-steel dagger of massacre (20-27 power, 7 apr) stormbringer's dwarven-steel dagger of massacre (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +20 lightning +13 cold While equipped: dps ---------- Mov.spd +21% Res.pen +5% lightning +7% cold Sharp, short and deadly. |
Cloak | Bregamnir (1 def, 8 armour) Bregamnir (1 def, 8 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +8 Defense +1 (+0 eff.) Resists +1% physical Mind.save +7 (+4 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cleanseoblivion (6 def, 4 armour) Cleanseoblivion (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature +3% fire Res.pen +10% nature ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% lightning +6% nature Max.HP +60.00 HP.reg +10.80 Heal.mod +21% A suit of armour made of leather. |
Inventory
Unlightvagrant (2 def, 0 armour) Unlightvagrant (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Dmg.mod +13% darkness +12% physical Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Defense +2 (+1 eff.) Resists +19% darkness ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
living mindstar 'Aerenn' (18-19 power, 40 apr, nature damage) living mindstar 'Aerenn' (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 blight +8 temporal While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +5% physical Res.pen +5% physical On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% lightning +8% physical +3% light Spell.save +3 (+2 eff.) Poison- +20% ---------- misc 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. |
Cyrayatira the Brightbolt (13 def, 11 armour) Cyrayatira the Brightbolt (13 def, 11 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Master/Psionic While equipped: Stats +5 Dex +4 Wil +8 Cun dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +11 Defense +13 (+4 eff.) Fatigue +8% Resists +12% nature Spell.save +6 (+3 eff.) Mind.save +14 (+6 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.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. |
movement infusion of the wizard (speed 519%; cd 11) movement infusion of the wizard (speed 519%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 519% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 61% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Eye of Winter (8-9 power, 18 apr, cold damage) Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
steel dagger 'Cyrona' (12-16 power, 6 apr) steel dagger 'Cyrona' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Res.pen +8% physical Acc +14 (+5 eff.) Apr +6 ----- def ----- Defense +5 (+2 eff.) Disarm- +20% ---------- misc Psi/ret +0.08 Sharp, short and deadly. |
Flashwell Flashwell0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck dps ---------- Dmg.mod +3% blight Res.pen +5% blight +20% fire Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +3% fire +13% temporal +12% light +13% darkness Unseen.red 13% Blind- +22% Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
amethyst 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. |
Pusfiend the steel ring Pusfiend the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% darkness +6% arcane Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Defense +8 (+3 eff.) Resists +24% darkness +5% arcane Rings make your fingers look great! |
steel dagger 'Fularain' (16-21 power, 6 apr) steel dagger 'Fularain' (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit: * 20 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Resists +3% darkness Sharp, short and deadly. |
mule's steel ring of luminosity mule's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Fatigue -6% ---------- misc Max.enc +23 Rings make your fingers look great! |
Neridhemira the steel ring Neridhemira the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +25 (+8 eff.) Mind.save +6 (+3 eff.) Confus- +27% Rings make your fingers look great! |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet 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. |
insulating steel amulet of strength (+4) insulating steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forestnoon the steel ring Forestnoon the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +18% nature +6% fire Melee Ret 4 nature 6 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Rings make your fingers look great! |
zircon 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. |
wild infusion (res 17%; mental; dur 4; cd 10) wild infusion (res 17%; mental; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
2 ametrine 2 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. |
stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +21% Amulets make your neck look great! |
Frozenwend Frozenwend1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +5 Wil +1 Con dps ---------- Res.pen +15% blight +20% cold Melee Ret 2 blight ----- def ----- Mind.save +6 (+3 eff.) Max.HP +43.00 ---------- misc See.Invis +3 A belt that goes around your waist. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 agate 4 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. |
5 citrine 5 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. |
savior's copper amulet of cunning (+2) savior's copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Cun ----- def ----- Phys.save +11 (+6 eff.) Spell.save +11 (+6 eff.) Mind.save +12 (+5 eff.) Amulets make your neck look great! |
Crystal Focus 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. |
rogue's copper ring of fire (+22%) rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
Faluleldil the Bloombraid Faluleldil the Bloombraid0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% lightning +6% cold +6% nature ----- def ----- Resists +12% lightning +3% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
441 alchemist agate 441 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. |
wild infusion of the sneak (res 29%; physical; dur 4; cd 11) wild infusion of the sneak (res 29%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 |
copper amulet 'Glimmerwinnow' copper amulet 'Glimmerwinnow'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +20% light +5% nature Melee Ret 4 cold ----- def ----- Resists +11% temporal +3% light +9% cold Pinning- +22% Knockbk- +24% ---------- misc Light +1 Amulets make your neck look great! |
inquisitor's steel dagger (10-14 power, 6 apr) inquisitor's steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Disrupt Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 47 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
steel dagger of massacre (18-23 power, 6 apr) steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Pitchworm (0 def, 1 armour) Pitchworm (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Resists +6% lightning +6% temporal +9% darkness ---------- misc See.Invis +9 A pair of boots made of leather. |
iron pickaxe 'Galyrion' (dig speed 28 turns) iron pickaxe 'Galyrion' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +3 Str dps ---------- Acc +4 (+1 eff.) ----- def ----- Resists +3% acid +6% nature +3% mind +3% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 191.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
steel dagger of massacre (18-24 power, 6 apr) steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
iron torque of psionic shield 'Oakmight' [power 25] (1/15 cooldown) iron torque of psionic shield 'Oakmight' [power 25] (1/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +8 Resists +3% lightning +1% physical +6% darkness Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
brass lantern 'Gorichik' brass lantern 'Gorichik'2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +3% temporal +3% cold +3% all Phys.save +3 (+2 eff.) Spell.save +6 (+3 eff.) Teleport- +10% ---------- misc Max.stam +30.00 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. |
rough leather cap 'Yvarilaith' (10 def, 1 armour) rough leather cap 'Yvarilaith' (10 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% Resists +3% acid Die.at -60.00 life A cap made of leather. |
Icehacker Icehacker0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +12% nature Res.pen +5% cold Melee Ret 2 nature ----- def ----- Resists +12% cold Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Shimmerpyre the linen cloak (1 def, 0 armour) Shimmerpyre the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% fire +5% arcane Spell.save +6 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korinarisin the elm totem of stinging [power 110] (1/9 cooldown) Korinarisin the elm totem of stinging [power 110] (1/9 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Defense +5 (+2 eff.) Resists +6% mind Mind.save +3 (+2 eff.) Disease- +10% Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
pair of rough leather boots 'Shinewalker' (0 def, 1 armour) pair of rough leather boots 'Shinewalker' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Melee Ret 4 physical ----- def ----- Armour +1 Resists +1% physical +6% cold +6% fire A pair of boots made of leather. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
noble's rough leather belt of burglary noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +7 Cun +6 Lck dps ---------- Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Achievements
By Silvertoe the Halfling Rogue level 22
38th Dusk 123rd year of Ascendancy at 15:06 see stats
By Silvertoe the Halfling Rogue level 15
2nd Decay 122nd year of Ascendancy at 13:39 see stats
By Silvertoe the Halfling Rogue level 21
6th Dusk 123rd year of Ascendancy at 14:20 see stats
By Silvertoe the Halfling Rogue level 10
3rd Summertide 122nd year of Ascendancy at 09:40 see stats
By Silvertoe the Halfling Rogue level 20
61st Pyre 123rd year of Ascendancy at 06:41 see stats
By Silvertoe the Halfling Rogue level 18
52nd Pyre 123rd year of Ascendancy at 03:26 see stats
By Silvertoe the Halfling Rogue level 9
9th Mirth 122nd year of Ascendancy at 08:55 see stats
By Silvertoe the Halfling Rogue level 10
19th Dusk 122nd year of Ascendancy at 21:56 see stats
By Silvertoe the Halfling Rogue level 17
19th Pyre 123rd year of Ascendancy at 14:33 see stats
By Silvertoe the Halfling Rogue level 17
49th Regrowth 123rd year of Ascendancy at 06:24 see stats
Log
Getta the skeleton mage converts some damage to Psi!
Silvertoe's Throwing Knife hits Getta the skeleton mage for (12 flat reduction), 16 to psi, 21 physical (38 total damage).
Getta the skeleton mage casts Manathrust.
Getta the skeleton mage hits Silvertoe for 165 arcane damage.
Silvertoe uses Throwing Knives.
Getta the skeleton mage converts some damage to Psi!
Silvertoe's Throwing Knife hits Getta the skeleton mage for (12 flat reduction), 17 to psi, 22 physical (38 total damage).
Getta the skeleton mage's mind surges with critical power!
Silvertoe rearms.
Silvertoe stops regenerating health quickly.
Talent Track is ready to use.
Talent Throwing Knives is ready to use.
Talent Dig is ready to use.
Getta the skeleton mage uses Mind Sear.
Getta the skeleton mage's Mind Storm hits Silvertoe for 107 mind damage.
Getta the skeleton mage hits Silvertoe for 134 mind damage.
Silvertoe uses Throwing Knives.
Getta the skeleton mage resists the vile poison!
Getta the skeleton mage converts some damage to Psi!
Silvertoe's Throwing Knife hits Getta the skeleton mage for (12 flat reduction), 17 to psi, 22 physical (39 total damage).
Getta the skeleton mage feeds his pulsing mindstar with psychic energy from Silvertoe!
Silvertoe resists the mind attack!
Thought-forged bowman uses Steady Shot.
Silvertoe deflects the projectile from Thought-forged bowman to the northeast!
Getta the skeleton mage uses Mind Sear.
Getta the skeleton mage hits Silvertoe for 268 mind damage.
Silvertoe the level 24 halfling rogue was mentally tortured to death by Getta the skeleton mage on level 1 of Hallowed Fields.