










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 34 / 71% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 88 (base 48) |
| Dexterity | 85 (base 54) |
| Constitution | 65 (base 51) |
| Magic | 68 (base 63) |
| Willpower | 65 (base 52) |
| Cunning | 74 (base 59) |
Resources
| Mana | 253/253 |
| Negative | 14/144 |
| Life | 986/986 |
| Paradox | 346 |
| Hate | 100/100 |
| Equilibrium | 15 |
| Positive | 129/129 |
| Stamina | 314/314 |
| Psi | 386/386 |
| Healing Factor | 1.59 |
| Regeneration | 155.80527197333 |
Speed
| Mental | +55% |
| Attack | +44.999999999993% |
| Movement | +56.27158060095% |
| Spell | +44.999999999994% |
| Global | +136.92909735479% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 102.97850052453 |
| See Invisible | 102.97850052453 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 58 |
| Crit Chance | 33% |
| APR | 29 |
| Speed | 0.52 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 20% |
| Speed | 0.68965517241382 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 34% |
| Speed | 0.68965517241382 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +26% |
| Physical | +6% |
| Arcane | +9% |
| Fire | +16% |
| Lightning | +30% |
Offense: Damage Penetration
| Acid | +10% |
| Darkness | +15% |
| Physical | +10% |
| Arcane | +10% |
| Lightning | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 48.381474180285 (84.761904761905%) |
| Defense | 40 |
| Ranged Defense | 42 |
| Fatigue | 22 |
| Physical Save | 53.5 |
| Spell Save | 59.2 |
| Mental Save | 61 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Acid | + 42%( 70%) |
| Light | + 54%( 70%) |
| Darkness | + 44%( 70%) |
| Cold | + 42%( 70%) |
| Arcane | + 41%( 70%) |
| Mind | + 43%( 70%) |
| All | + 34%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Confusion Resistance | 56% |
| Stun Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 439 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 16% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spellbinding | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Threaded Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.20 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Lacerating Strikes |
| talent | Weapon Folding |
| talent | Phase Pulse |
| talent | Empower |
| talent | Premonition |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Thermal Shield |
| talent | Hymn Nocturnalist |
| talent | Matrix |
| talent | Wild Growth |
| talent | Quicken Spells |
| talent | Spellcraft |
| talent | Kinetic Shield |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Extension |
| talent | Skate |
| talent | Deflection |
| talent | Venomous Ammunition |
| talent | Arcane Shield |
| talent | Quicken |
| beneficial effect | The target is surrounded by a time distortion, absorbing 507/627 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 52%. Time Shield |
| beneficial effect | Each turn will fire an arrow at barrow wight. Arrow Echoes |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+37% global speed). Clarity |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 26. Bloodlust |
| beneficial effect | The target is out of phase with reality, increasing defense by 14, resist all by 8%, and reducing the duration of detrimental timed effects by 0%. Out of Phase |
| beneficial effect | A flow of life spins around the target, regenerating 87.80 life per turn. Regeneration |
| beneficial effect | Increases attack, spell, and mind speed by 45%. 3 Time Dilation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by dire wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. The fortress's current energy level is: 2. | 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. | 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 needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | elm longbow of recursionRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
| Quiver | Jetdredge the quiver of yew arrows (11/17, 42-58.8 power, 16 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.0% Capacity: 17 On weapon hit: * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +35 insidious poison / +18 mind / +17 darkness Burst (radius 1) on hit: +8 arcane / +4 darkness Burst (radius 2) on crit: +4 arcane Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (122 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ravenvault (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str Changes resistances: +5% arcane / +11% cold / +13% mind / +9% darkness Allows you to breathe in: water Mental save: +15 (+4 eff.) Confusion immunity: +25% A cap made of leather. |
| On feet | Stormfoe (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Con Changes damage: +9% lightning Reduces incoming crit damage: 10.00% Infravision radius: +1 A pair of boots made of leather. |
| Tool | Foglace [power 70] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Changes resistances penetration: +10% arcane / +15% darkness Changes damage: +12% darkness Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +4 Lay Web +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 70 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Airschism'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +6 Str / +4 Dex / +5 Wil / +5 Cun / +6 Con Changes resistances: +12% lightning Grants telepathy: Humanoid/Orc Psi when hit: +0.08 Mindpower: +8 (+2 eff.) Mental crit. chance: +1% Rings can have magical properties. |
| On fingers | Ivigabeth the NimbuswispInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% lightning / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +9% arcane / +21% lightning Mental save: +7 (+2 eff.) Confusion immunity: +31% Rings can have magical properties. |
| Around neck | HuriregoldirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +7 (+1 eff.) Changes resistances: +38% lightning Changes damage: +6% physical Stun/Freeze immunity: +65% Combat speed: +10% Healing mod.: +35% Amulets can have magical properties. |
| In main hand | dragonbone longbow of natureRequires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +32 nature When wielded/worn: Changes resistances: +11% all Changes resistances penetration: +15% nature Longbows are used to shoot arrows at your foes. |
| On hands | Vilequell (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +10% nature Mental save: +6 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 168% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | BarylenikInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +8 Changes resistances penetration: +10% physical Life regen: +1.10 Only die when reaching: -60.00 life Maximum stamina: +10.00 Healing mod.: +14% A belt that goes around your waist. |
| Cloak | Emossra (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 12 mind / 12 acid Changes stats: +5 Mag / +8 Wil / +3 Cun Changes resistances: +12% acid Changes resistances penetration: +10% acid Spell save: +7 (+1 eff.) Maximum mana: +40.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Goragund (18 def, 14 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +18 (+6 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 blight Changes stats: +4 Str / +3 Cun / +6 Con Changes resistances: +17% lightning Critical mult.: +9.00% Mental save: +18 (+5 eff.) Life regen: +0.40 Only die when reaching: -60.00 life Maximum life: +53.00 A suit of armour made of mail. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 523 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 523 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
PolelaithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% fire / +13% mind / +10% cold Talent masteries: +0.23 Wild-gift / Harmony +0.23 Spell / Necrotic minions Spell save: +3 (+0 eff.) Confusion immunity: +28% Mana when firing critical spell: +1.00 Vim when firing critical spell: +4.00 Maximum vim: +10.00 Amulets can have magical properties. |
DarkriverInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 mind / 8 darkness Changes resistances: +24% fire Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +12% fire Rings can have magical properties. |
Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Mag, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Durotar the steel greatsword (23-36.8 power, 2 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 120% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 12% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +13 blight / +19 cold When wielded/worn: Changes stats: +2 Wil Critical mult.: +5.00% Mana each turn: +0.04 Spellpower: +6 (+2 eff.) Massive two-handed swords. |
Islitira the stralite greatsword (47.5-76 power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 120% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +13 lightning When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Changes resistances penetration: +13% physical Changes damage: +14% physical Spell save: +10 (+1 eff.) Pinning immunity: +10% Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel greatsword of massacre (49.5-79.2 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 120% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +13 fire Massive two-handed swords. |
ash longbow 'Skyquell'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 0% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to corrode armour by 30% Burst (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +5.0% Changes resistances: +9% lightning Changes resistances penetration: +15% acid Changes damage: +3% acid / +3% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace (26-36.4 power, 4 apr) Requires: - Magic 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Elemina (27-32.4 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +12 acid When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances penetration: +10% physical Changes damage: +27% blight Talent granted: +1 Command Staff Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Sewerbore' (20.5-28.7 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Changes stats: +1 Str Changes resistances: +6% blight Changes resistances penetration: +5% nature Changes damage: +5% physical Stamina when hit: +0.80 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +6 (+1 eff.) Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
spellwoven woollen robe of the mountain (+11%) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Spell save: +19 (+2 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.alchemist's hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 3 acid / 5 fire / 5 cold / 6 lightning Changes stats: +3 Mag / +2 Wil Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 63.91 to 191.74 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Eclipsenoon the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 darkness Changes resistances: +8% acid / +6% darkness / +6% cold / +8% fire / +9% mind / +7% lightning Changes damage: +12% mind A cap made of leather. |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% cold Allows you to breathe in: water Physical save: +17 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blindravager (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 light Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +11% lightning / +12% nature / +9% light Changes damage: +6% light Spellpower: +12 (+4 eff.) Spell crit. chance: +6% Mindpower: +13 (+4 eff.) Mental crit. chance: +6% Light radius: +3 A suit of armour made of mail. |
Skytorrent the quiver of yew arrows (17/17, 31-43.4 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Mag, 42% Cun Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 On weapon hit: * 40% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing Damage (Ranged): +4 lightning / +15 bleed Burst (radius 1) on hit: +16 lightning Arrows are used with bows to pierce your foes to death. |
elemental quiver of dragonbone arrows of accuracy (23/23, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +23 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (12/12, 14-19.6 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 50% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 Arrows are used with bows to pierce your foes to death. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
282 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
This item will automatically be transmogrified when you leave the level.survivor's alchemist's lamp Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+1 eff.) Light radius: +3 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By fart the Cornac Adventurer level 29
56th Dusk 122nd year of Ascendancy at 06:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By fart the Cornac Adventurer level 31
66th Dusk 122nd year of Ascendancy at 13:13 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By fart the Cornac Adventurer level 24
7th Mirth 122nd year of Ascendancy at 16:37 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By fart the Cornac Adventurer level 34
72nd Dusk 122nd year of Ascendancy at 05:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By fart the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 16:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By fart the Cornac Adventurer level 20
6th Mirth 122nd year of Ascendancy at 08:36 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By fart the Cornac Adventurer level 30
56th Dusk 122nd year of Ascendancy at 07:16 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By fart the Cornac Adventurer level 29
6th Flare 122nd year of Ascendancy at 10:14 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By fart the Cornac Adventurer level 23
7th Mirth 122nd year of Ascendancy at 14:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By fart the Cornac Adventurer level 22
7th Mirth 122nd year of Ascendancy at 08:06 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By fart the Cornac Adventurer level 31
57th Dusk 122nd year of Ascendancy at 11:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By fart the Cornac Adventurer level 26
5th Flare 122nd year of Ascendancy at 04:48 see stats
Log
Fart's temporal clone deactivates Extension.
Fart's temporal clone deactivates Empower.
Fart's Singularity Arrow hits Barrow wight for 493 physical, 6 nature, 22 mind (520 total damage).
Fart's Singularity Arrow killed Barrow wight!
Fart deactivates Shielding.
Fart deactivates Augmentation.
Fart deactivates Spellcraft.
Fart deactivates Chant of Fortitude.
Fart deactivates Wild Growth.
Fart deactivates Beyond the Flesh.
Fart stops regenerating health quickly.
Fart deactivates Venomous Ammunition.
Fart deactivates Phase Pulse.
Fart deactivates Matrix.
Fart deactivates Skate.
Fart deactivates Weapon Folding.
Fart deactivates Premonition.
Fart deactivates Empower.
Fart deactivates Lacerating Strikes.
Fart deactivates Quicken Spells.
Fart deactivates Extension.
Fart deactivates Deflection.
Fart deactivates Kinetic Shield.
Fart is no longer out of phase.
Fart deactivates Quicken.
Fart deactivates Arcane Shield.
Fart deactivates Thermal Shield.
Fart deactivates Hymn Nocturnalist.
Fart deactivates Daunting Presence.






























































































































































































