











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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 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: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 22 / 38% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 22 on the 54th Regrowth 123rd year of Ascendancy at 18:09 / 1 |
Primary Stats
Strength | 33 (base 12) |
Dexterity | 50 (base 30) |
Constitution | 30 (base 10) |
Magic | 46 (base 22) |
Willpower | 29 (base 10) |
Cunning | 72 (base 51) |
Resources
Life | -168/433 |
Mana | 254/283 |
Stamina | 178/190 |
Steam | 100/100 |
Healing Factor | 1.1592147729954 |
Regeneration | 4.9266627852304 |
Speed
Mental | +8.5421915124% |
Attack | 0% |
Movement | +25% |
Spell | +8.5421915124% |
Global | +100% |
Vision
Sight | 11 |
Lite | 0 |
Infravision | 9 |
See Stealth | 49.286009934143 |
See Invisible | 49.286009934143 |
Offense: Mainhand
Damage | 87 |
Accuracy | 46 |
Crit Chance | 62% |
APR | 25 |
Speed | 0.92 |
Offense: Offhand
Damage | 46 |
Accuracy | 46 |
Crit Chance | 51% |
APR | 20 |
Speed | 0.92 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 34% |
Speed | 0.92130072745561 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Fire | +15% |
Physical | +10% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (71.69962066283%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 26 |
Mental Save | 37 |
Defense: Resistances
Fire | + 16%( 70%) |
Lightning | + 27%( 70%) |
Nature | + 21%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 10%( 70%) |
Physical | + 8%( 70%) |
Cold | + 21%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 80% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 419 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 73 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 931% for 10 turns (76 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | The target is enveloped in shadows gaining 24 spellpower and defense. Shadowguard |
beneficial effect | Increases defense by 16. Mobile Defense |
beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
beneficial effect | Parrying melee and ranged attacks: Has a 54% chance to deflect up to 18 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed pouch of luminous horror dust. 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 vial of squid ink. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within7 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +20 (+5 eff.) Resists +6% lightning +6% temporal +3% darkness +1% physical Die.at -40.00 life HP.reg +4.00 A pair of boots made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +4% Resists +3% lightning +9% fire +4% all Phys.save +7 (+3 eff.) ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +8 Str +3 Dex +3 Mag +3 Wil +3 Cun +9 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +5 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Mana/turn +0.16 Max.mana +32.00 Infravis +3 A belt that goes around your waist. |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. This item has been sent to the Item's Vault. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Apr +6 ----- def ----- Armour +9 Hardiness +20% Defense +15 (+4 eff.) Fatigue +11% Mind.save +13 (+5 eff.) ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 66 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego++] Nature/Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str +4 Dex +4 Mag +3 Wil +3 Cun +4 Con dps ---------- Phys.crit +6.0% Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Res.pen +10% acid Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +15% cold +15% nature Max.HP +38.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 61%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (92% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 temporal, 5 darkness, 3 light, 5 nature, 5 mind, 4 physical 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 15 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 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 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 315 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 281 damage for 3 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 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 411 damage for 4 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. Press to compare to your current inscriptions |
![]() 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 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 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 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 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 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 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 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... |
![]() 0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 10% Blind- +14% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +5 Cun dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Phys.pwr +5 (+2 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +2% all ----- def ----- Resists +9% lightning +6% nature Disarm- +10% Stun/Frz- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Armour +1 Resists +1% all Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +12 temporal On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +12% lightning +6% temporal Res.pen +12% lightning ----- def ----- Armour +2 Resists +9% light +6% nature Max.HP +60.00 Knockbk- +20% Massive two-handed mauls. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 87 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +5% cold Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Master/Psionic Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living While equipped: dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +5 Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego+] Arcane Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 1 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 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. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master Power 17.5 - 22.8 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 +8% physical Acc +5 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.crit +2% Spell.pwr +14 (+5 eff.) Dmg.mod +7% temporal +7% arcane +5% all ----- def ----- Resists +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 42.83 to 53.53 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +7% blight +11% all Max.HP +70.00 HP.reg +2.20 Heal.mod +17% Poison- +27% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T1 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +6% Resists +15% fire A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego++] Master While equipped: Stats +4 Str +4 Dex dps ---------- Phys.crit +3.0% Apr +6 ----- def ----- Armour +2 Defense +12 (+3 eff.) Fatigue +6% Phys.save +5 (+2 eff.) ---------- misc Stam/turn +0.60 Second Wind: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 83 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +11 Defense +19 (+5 eff.) Fatigue +8% Mind.save +13 (+5 eff.) A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% HP.reg +2.00 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
![]() 1.0 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. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Phys.save +15 (+7 eff.) Die.at -20.00 life Max.HP +60.00 Disease- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Fatigue -2% Phys.save +7 (+3 eff.) 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 [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Apr +3 ----- def ----- Armour +1 Defense +3 (+1 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Evasion: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 49.45 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 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. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Melee+ 12 temporal Ranged+ 7 temporal Dmg.mod +9% acid +4% temporal +12% mind Melee Ret 4 mind ----- def ----- Armour +2 Resists +6% temporal ---------- misc See.Invis +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane 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. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +18% acid +6% mind Phys.save +3 (+1 eff.) HP.reg +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +15% mind +10% arcane ----- def ----- Armour +3 Fatigue +1% Resists +1% physical Die.at -40.00 life ---------- misc Max.stam +10.00 Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% acid +5% fire +6% cold +5% lightning A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning 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.(83 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Mind.pwr +20 (+9 eff.) Acc +9 (+3 eff.) ----- def ----- Die.at -60.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +1 Mag dps ---------- Spell.crit +4% ---------- misc Max.mana +22.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% ----- def ----- Resists +3% fire +9% nature +3% cold Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By reha the Shalore Shadowblade level 12
52nd Haze 122nd year of Ascendancy at 21:31 see stats
By reha the Shalore Shadowblade level 1
74th Pyre 122nd year of Ascendancy at 17:48 see stats
By reha the Shalore Shadowblade level 19
12nd Regrowth 123rd year of Ascendancy at 16:52 see stats
By reha the Shalore Shadowblade level 21
45th Regrowth 123rd year of Ascendancy at 04:29 see stats
By reha the Shalore Shadowblade level 10
21st Haze 122nd year of Ascendancy at 02:06 see stats
By reha the Shalore Shadowblade level 20
15th Regrowth 123rd year of Ascendancy at 08:17 see stats
By reha the Shalore Shadowblade level 9
20th Haze 122nd year of Ascendancy at 10:49 see stats
By reha the Shalore Shadowblade level 20
17th Regrowth 123rd year of Ascendancy at 18:51 see stats
By reha the Shalore Shadowblade level 5
10th Haze 122nd year of Ascendancy at 17:22 see stats
By reha the Shalore Shadowblade level 1
74th Pyre 122nd year of Ascendancy at 17:48 see stats
By reha the Shalore Shadowblade level 1
74th Pyre 122nd year of Ascendancy at 17:48 see stats
Log
You pickup 0.50 gold pieces.
Snow giant thunderer casts Lightning.
Snow giant thunderer hits reha for (100 absorbed), 0 lightning (0 total damage).
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at reha!
Your shield crumbles under the damage!
The shield around reha crumbles.
Reha is knocked back!
Snow giant boulder thrower hits reha for (154 absorbed), 43 physical (43 total damage).
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits reha for 149 lightning damage.
Reha casts Rune: Shatter Afflictions.
Snow giant boulder thrower misses reha.
Reha casts Shadow Grasp.
Reha's spell attains critical power!
You collect a new ingredient: snow giant kidney (1).
reha hits Snow giant thunderer for 318 darkness damage.
reha killed Snow giant thunderer!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at reha!
Reha's fades into the shadows.
Reha is knocked back!
Snow giant boulder thrower resists the knockback!
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at reha!