












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! 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. 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. 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.
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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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 Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 34 / 97% |
Size | huge |
Lifes / Deaths | Killed by The Possessed at level 12 on the 62nd Dusk 122nd year of Ascendancy at 11:37 4 / 2Killed by Arariatira the skeleton archer at level 34 on the 15th Dusk 123rd year of Ascendancy at 04:44 |
Primary Stats
Strength | 64 (base 20) |
Dexterity | 56 (base 14) |
Constitution | 32 (base 10) |
Magic | 119 (base 60) |
Willpower | 45 (base 10) |
Cunning | 118 (base 60) |
Resources
Life | 925/955 |
Mana | 383/383 |
Stamina | 181/216 |
Steam | 100/100 |
Healing Factor | 1.1724420161895 |
Regeneration | 9.6726466335633 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +41.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Invisible | 24 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 154 |
Accuracy | 56 |
Crit Chance | 78% |
APR | 13 |
Speed | 1.11 |
Offense: Offhand
Damage | 56 |
Accuracy | 56 |
Crit Chance | 83% |
APR | 16 |
Speed | 1.11 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 68% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Acid | +53% |
Light | +45% |
Darkness | +42% |
Lightning | +49% |
Cold | +15% |
All | +12% |
Offense: Damage Penetration
Acid | +10% |
Light | +60% |
Fire | +15% |
Darkness | +15% |
Cold | +35% |
Mind | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 22 (35.65183292883%) |
Defense | 46 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 52 |
Mental Save | 52 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 39%( 70%) |
All | + 19%( 70%) |
Darkness | + 31%( 70%) |
Light | + 38%( 70%) |
Lightning | + 27%( 70%) |
Fire | + 27%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Stun Resistance | 89% |
Poison Resistance | 0% |
Silence Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1233 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 289 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 588.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Shielding |
talent | Precise Strikes |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Belyriatta the cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by grave wight. Escort: worried loremaster (level 2 of Dreadfell) | 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +38 (+6 eff.) Melee Ret 10 cold ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Nature/Master Power 133% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +10.5% Capacity 14 Ranged+ +12 arcane +9 cold On Hit.r1 +12 arcane On Crit.r2 +5 cold On Crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego++] Arcane/Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Spell.pwr +4 (+1 eff.) ----- def ----- Resists +6% blight +6% darkness ---------- misc Light +3 Infravis +3 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Cun +10 Str dps ---------- Dmg.mod +30% lightning +21% light Res.pen +25% cold +15% darkness +25% light ----- def ----- Armour +5 Fatigue +5% Resists +9% darkness Mind.save +9 (+3 eff.) A cap made of leather. |
On hands | ![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Melee+ 15 acid Dmg.mod +11% acid Phasing +30% Melee Ret 6 mind 6 blight ----- def ----- Armour +3 Resists +10% acid ---------- misc Psi/ret +0.24 See.Invis +9 Unarmed combat: Power 131% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +13 acid On Hit: 10% Corrosive Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +15% nature On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +12% nature Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +5 Cun dps ---------- Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +12% light Melee Ret 4 mind ----- def ----- Resists +24% light ---------- misc See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +3% cold Res.pen +25% mind +10% cold ----- def ----- Resists +15% cold HP.reg +5.00 Stun/Frz- +34% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +4 Wil +6 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +80 20% chance of physical repulsion While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness +15% acid Res.pen +35% light +15% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +18% acid Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +10 Dex +4 Cun +4 Con +6 Lck dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +8 (+2 eff.) S.pwr/crit +4 ----- def ----- Phys.save +19 (+8 eff.) Stealth +8 ---------- misc T.Disarm +8 Mana/s.crit +2.00 Infravis +4 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * shock your foe dealing 30 damage and draining some of their resources On Crit: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str +9 Dex +7 Mag +8 Wil +5 Cun +9 Con dps ---------- Phys.crit +11.0% Phys.pwr +8 (+1 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 9/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. This item has been sent to the Item's Vault. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 576% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] 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 increase movement speed by 929% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 293 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 945 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 747 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +14% light +12% darkness Mind.save +6 (+2 eff.) Blind- +20% Confus- +13% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +11 (+2 eff.) S.pwr/crit +4 Dmg.mod +11% blight +10% fire +9% arcane Phasing +20% Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Resists +21% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Cun +4 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +39% temporal Pinning- +62% Knockbk- +55% ---------- misc See.Invis +3 Masteries +0.34 Technique/Magical combat Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% lightning +13% mind ----- def ----- Resists +26% lightning +3% cold +13% mind +9% temporal Max.HP +48.00 HP.reg +6.00 Heal.mod +14% Poison- +10% Pinning- +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +11% Spell.pwr +8 (+1 eff.) S.pwr/crit +6 Dmg.mod +15% blight +3% mind ---------- misc Vim/s.crit +2.00 Max.vim +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Mag +4 Cun +6 Con dps ---------- Spell.crit +11% Crit.mult +10.00% Spell.pwr +19 (+3 eff.) Dmg.mod +3% cold +20% physical Res.pen +15% arcane +15% cold ----- def ----- HP.reg +0.90 Heal.mod +15% ---------- misc N.En/turn +0.20 Vim/s.crit +8.00 Max.vim +48.00 Max.N.En +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff On Spell Hit: 10% Flame 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 65% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 243.78 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 120% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 cold While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Phys.save +18 (+7 eff.) Mind.save +9 (+3 eff.) Heal.mod +20% Pinning- +20% Stun/Frz- +20% Sharp, short and deadly. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 122% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 23 Ranged+ +8 arcane On Hit.r1 +20 blight +17 fire +8 darkness +8 arcane On Crit.r2 +20 darkness +20 blight Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +2 Dex +7 Mag +7 Wil +2 Con dps ---------- Dmg.mod +26% acid +9% nature ----- def ----- Resists +39% acid +16% darkness +6% nature +15% mind +15% all Phys.save +17 (+7 eff.) Spell.save +13 (+5 eff.) Mind.save +38 (+11 eff.) ---------- misc Mana/turn +0.34 Psi/turn +0.21 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Mag +6 Wil dps ---------- Phys.crit +13.0% Spell.crit +5% Mind.crit +8% Crit.mult +15.00% Phys.pwr +25 (+3 eff.) Spell.pwr +17 (+3 eff.) Mind.pwr +18 (+5 eff.) Melee+ 16 acid 20 fire Dmg.mod +12% temporal Res.pen +25% fire Melee Ret 12 acid 17 fire ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +14% acid +16% fire +6% temporal +14% lightning A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 560, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +25 (+7 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +11% acid +2% physical +8% cold +7% fire +5% arcane +8% lightning Die.at -80.00 life ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +25% darkness +6% lightning Res.pen +12% darkness ----- def ----- Defense +3 (+1 eff.) Resists +8% acid +21% darkness +6% blight +10% fire +8% lightning +8% cold Stealth +23 Poison- +20% Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Acc +15 (+4 eff.) ----- def ----- Armour +1 Defense +15 (+5 eff.) Resists +5% cold +7% fire +1% physical A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 physical Dmg.mod +3% physical Acc +10 (+3 eff.) Apr +2 Melee Ret 4 physical ----- def ----- Armour +9 Resists +1% physical HP.reg +2.60 ---------- misc Stam/turn +0.50 Psi/turn +0.22 Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 3 On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% Melee+ 10 mind Dmg.mod +7% mind ----- def ----- Armour +2 Fatigue +3% Resists +8% mind Max.HP +100.00 ---------- misc Max.mana +80.00 Max.vim +50.00 Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 mind On Hit: 20% Psychic Lobotomy 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 10 mind 10 darkness Dmg.mod +9% mind +6% darkness Acc +6 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 31 * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +3 Fatigue +5% Resists +7% mind +13% darkness Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Disarm- +36% Unarmed combat: Power 137% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +10 mind On Hit: 20% Moonlight Ray 5 On Hit: 20% Psychic Lobotomy 5 On Hit: 10% Perfect Control 5 On Hit: * 5% chance to reduce damage dealt by 25% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil +3 Con dps ---------- Mind.pwr +30 (+9 eff.) Dmg.mod +6% light ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Crit.chn- 15.00% Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) Max.HP +68.00 Heal.mod +12% ---------- misc Max.psi +20.00 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning +6% fire +9% blight Res.pen +10% blight Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% blight Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 651 Base Damage: 290 Armor: 23 All Resist: 24 Puts all charms on 25 cooldown 100% to heal for 67. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +15% acid Apr +2 Melee Ret 2 acid Create a shield absorbing up to 257 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Chain Lightning the Ogre Arcane Blade level 30
57th Pyre 123rd year of Ascendancy at 13:39 see stats
By Chain Lightning the Ogre Arcane Blade level 10
26th Dusk 122nd year of Ascendancy at 07:50 see stats
By Chain Lightning the Ogre Arcane Blade level 32
64th Pyre 123rd year of Ascendancy at 23:54 see stats
By Chain Lightning the Ogre Arcane Blade level 22
4th Allure 123rd year of Ascendancy at 09:50 see stats
By Chain Lightning the Ogre Arcane Blade level 33
74th Pyre 123rd year of Ascendancy at 15:18 see stats
By Chain Lightning the Ogre Arcane Blade level 31
63rd Pyre 123rd year of Ascendancy at 10:25 see stats
By Chain Lightning the Ogre Arcane Blade level 10
26th Dusk 122nd year of Ascendancy at 07:48 see stats
By Chain Lightning the Ogre Arcane Blade level 20
59th Haze 122nd year of Ascendancy at 02:02 see stats
By Chain Lightning the Ogre Arcane Blade level 30
57th Pyre 123rd year of Ascendancy at 00:13 see stats
By Chain Lightning the Ogre Arcane Blade level 30
62nd Pyre 123rd year of Ascendancy at 10:28 see stats
By Chain Lightning the Ogre Arcane Blade level 22
2nd Decay 122nd year of Ascendancy at 09:46 see stats
By Chain Lightning the Ogre Arcane Blade level 29
14th Pyre 123rd year of Ascendancy at 01:26 see stats
By Chain Lightning the Ogre Arcane Blade level 30
62nd Pyre 123rd year of Ascendancy at 10:28 see stats
By Chain Lightning the Ogre Arcane Blade level 22
4th Allure 123rd year of Ascendancy at 09:27 see stats
By Chain Lightning the Ogre Arcane Blade level 9
9th Mirth 122nd year of Ascendancy at 12:15 see stats
By Chain Lightning the Ogre Arcane Blade level 30
62nd Pyre 123rd year of Ascendancy at 10:28 see stats
By Chain Lightning the Ogre Arcane Blade level 9
1st Summertide 122nd year of Ascendancy at 02:48 see stats
By Chain Lightning the Ogre Arcane Blade level 25
7th Regrowth 123rd year of Ascendancy at 08:52 see stats
By Chain Lightning the Ogre Arcane Blade level 18
55th Haze 122nd year of Ascendancy at 15:13 see stats
Log
Deep Wound from Zubimirin the skeleton magus hits Chain Lightning for (28 absorbed), 0 physical (0 total damage).
Chain Lightning hits Zubimirin the skeleton magus for 33 reflected, 28 reflected (61 total damage).
Zubimirin the skeleton magus uses Emergency Steam Purge.
You collect a new ingredient: skeleton mage skull (1).
Chain Lightning loses sight!
Chain Lightning reflects damage back to Zubimirin the skeleton magus!
Zubimirin the skeleton magus hits Chain Lightning for (170 absorbed), 0 fire (0 total damage).
Chain Lightning hits Zubimirin the skeleton magus for 170 reflected damage.
Chain Lightning killed Zubimirin the skeleton magus!
Chain Lightning casts Rune: Shatter Afflictions.
Chain Lightning's deep wound closes.
Chain Lightning casts Chain Lightning.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
The shield around Chain Lightning crumbles.
Burning from Zubimirin the skeleton magus hits Chain Lightning for (78 absorbed), 0 fire (0 total damage).
Chain Lightning picks up (q.): Alaharamas the Galepython (119% power, 7 apr).
You pickup 0.65 gold pieces.
Burning from Zubimirin the skeleton magus hits Chain Lightning for 78 fire damage.
Chain Lightning stops burning.
Chain Lightning recovers sight.
Talent Inner Power is ready to use.
Saving game...
Saving done.