










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Archmage (Technomancer) |
| Level / Exp | 29 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Aerossra the telugoroth at level 29 on the 5th Pyre 123rd year of Ascendancy at 00:03 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 81 (base 60) |
| Willpower | 63 (base 44) |
| Cunning | 40 (base 25) |
Resources
| Life | -1/569 |
| Mana | 446/781 |
| Steam | 19/100 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 0.29676472139452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 7 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 12 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 5 |
| Accuracy | 12 |
| Crit Chance | 19% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Darkness | +5% |
| Light | +15% |
| Temporal | +4% |
| Blight | +30% |
| Arcane | +56% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Blight | +35% |
| Arcane | 0% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 4 |
| Physical Save | 22 |
| Spell Save | 43 |
| Mental Save | 38 |
Defense: Resistances
| Darkness | + 29%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 19%( 70%) |
| Fire | + 21%( 70%) |
| Cold | + 19%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 41% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 20% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Stun Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 4 turns. Its effects scale with your Magic 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 83 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (52 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Occult technomancy | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the repented thief from death by Silodamina the white crystal. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 5. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beledana (0 def, 7 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +1 Wil Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +20 (+5 eff.) Infravision radius: +2 Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(119 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Furnacenigh (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +8 Cun Changes resistances penetration: +15% blight Changes damage: +5% physical / +5% darkness / +21% fire / +4% temporal / +5% light Mental save: +12 (+4 eff.) Vim when firing critical spell: +2.00 Maximum mana: +80.00 A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets of the starseeker (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Mag Changes resistances: +5% light / +5% darkness Infravision radius: +1 When used to modify unarmed attacks: Power: 97% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (radius 2) on crit: +10 light / +11 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elussra [power 77] (25 cooldown) =cleanse=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +15% blight Changes damage: +21% blight It can be used to setup a psionic shield, reducing all damage taken by 77 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate =1 =Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil / +2 Con Mental save: +8 (+3 eff.) Disarm immunity: +20% Confusion immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Spellpower: +5 (+1 eff.) See invisible: +3 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | copper citrine ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| Around neck | insulating steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +14% fire / +12% cold Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets make your neck look great! |
| In main hand | magewarrior's short yew magestaff of wizardry (120% power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+7 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Changes stats: +2 Mag / +2 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum mana: +34.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Layath the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) Changes resistances: +7% light / +7% darkness Changes resistances penetration: +15% physical Changes damage: +6% arcane / +9% blight Stamina each turn: +2.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +6% Slows Projectiles: +25% A belt that goes around your waist. |
| In off hand | Zetir the iron dagger (100% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 13% chance to reduce all saves and defense by 27 Damage (Melee): +8 mind When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances penetration: +5% blight Changes damage: +15% arcane Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +40.00 Light radius: +3 Sharp, short and deadly. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +11% darkness / +12% temporal Spell save: +7 (+2 eff.) Maximum mana: +43.00 Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Talent granted: +4 Arcane Dynamo Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
medical injector implant of the sneak (efficiency 158% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 7)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, mind, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 3 darkness, 4 fire, 4 mind, 5 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
BetakiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Str / +4 Dex / +2 Mag / +8 Wil / +4 Con Changes resistances: +13% light / +12% darkness Mental save: +8 (+3 eff.) Blindness immunity: +23% Confusion immunity: +16% Maximum hate: +6.00 Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets make your neck look great! |
Eilinerin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Dex Changes resistances: +22% acid / +12% fire / +5% arcane / +3% lightning Changes damage: +11% acid Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Frostorder the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+9 eff.) Effects on melee hit: * 10% chance to reduce armor by 42% Changes stats: +5 Cun Changes resistances: +9% cold Changes resistances penetration: +5% acid Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +20.00 Rings make your fingers look great! |
copper ring 'Betariba'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +5% arcane / +10% temporal Changes damage: +10% temporal Disease immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
copper ring 'Eryrokan'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% mind / +22% fire Changes damage: +3% mind / +11% fire Mental save: +3 (+1 eff.) Rings make your fingers look great! |
copper ring 'Snowqueller'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane / +3% light Changes resistances penetration: +5% cold Changes damage: +3% mind / +9% cold Silence immunity: +10% Rings make your fingers look great! |
gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +9 Physical power: +6 (+3 eff.) Defense: +8 (+8 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savage's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Spell save: +10 (+3 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Hailhunter' (140% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 140% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 Damage (radius 1) on hit: +16 acid Damage (radius 2) on crit: +16 cold When wielded/worn: Changes stats: +2 Str / +2 Dex / +5 Mag / +3 Cun Changes resistances: +6% cold Massive two-handed battleaxes. |
steel steamsaw 'Ce'Nyth' (125% power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 125% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Metaphasic Spin Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +21 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+13 eff.) Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Changes stats: +3 Str / +4 Con Talent granted: +1 Block Critical mult.: +20.00% Mana when firing critical spell: +2.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.10 Maximum mana: +24.00 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
timebroken woollen robe of Angolwen (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +9% all Changes damage: +5% arcane / +9% temporal Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +27.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amidas (0 def, 3 armour) =15 arcane pen=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 mind Changes resistances: +6% acid / +5% arcane / +9% mind Changes resistances penetration: +15% arcane / +10% mind Changes damage: +3% acid Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 40% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
This item will automatically be transmogrified when you leave the level.Erelykaltholeg the Obsidianpride (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to reduce damage dealt by 22% * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 6 darkness / 10 temporal Changes resistances: +10% acid / +6% temporal / +11% cold / +10% fire / +10% lightning Changes resistances penetration: +15% darkness A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +2 Con Silence immunity: +22% Confusion immunity: +32% Stun/Freeze immunity: +22% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather gloves 'Daimaruidil' (0 def, 2 armour) =track=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage (Melee): 6 darkness Damage when hit (Melee): 4 mind Changes stats: +2 Str / +3 Dex / +5 Cun Changes resistances: +15% darkness Changes damage: +3% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) Spell save: +3 (+1 eff.) Mana each turn: +0.04 Infravision radius: +1 When used to modify unarmed attacks: Power: 112% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 22% Damage (Melee): +7 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+10 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 92.96 fire and 80.67 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
This item will automatically be transmogrified when you leave the level.Lisukira (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +5 Str / +2 Mag / +4 Wil Maximum vim: +30.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.3 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thundervice (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +7 Cun / +11 Wil Changes resistances: +6% light Changes damage: +6% lightning Mindpower: +24 (+8 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Gyldil the steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 32 Changes stats: +4 Str / +2 Dex Changes resistances: +4% physical / +17% cold Changes damage: +15% blight Stamina each turn: +2.00 A suit of armour made of metal plates. |
43 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. |
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. |
Galodas the iron pickaxe (dig speed 28 turns) =cooldown=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Changes stats: +5 Str / +3 Dex / +2 Con Changes resistances penetration: +10% physical Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unribar the ArctideCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +5 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +2 Dex Changes resistances: +4% physical Changes resistances penetration: +5% mind Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (1/1)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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
well-made focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Tinkers can be attached to normal items to improve them with steam power! |
iron torque of mindblast 'Zubeba' [power 105] (15 cooldown) =cleanse=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 physical Changes resistances: +6% nature / +6% lightning Changes resistances penetration: +5% physical Maximum life: +20.00 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
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. |
Shimmerminister [power 206] (20 cooldown) =100 mp 30 sp=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +6% lightning Changes resistances penetration: +15% blight Maximum mana: +100.00 Spellpower: +30 (+7 eff.) See invisible: +9 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jane "Merline" Doe the Ghoul Archmage level 11
41st Haze 122nd year of Ascendancy at 09:23 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Jane "Merline" Doe the Ghoul Archmage level 22
10th Regrowth 123rd year of Ascendancy at 03:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Jane "Merline" Doe the Ghoul Archmage level 24
13rd Regrowth 123rd year of Ascendancy at 05:21 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jane "Merline" Doe the Ghoul Archmage level 24
11st Regrowth 123rd year of Ascendancy at 17:13 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 Jane "Merline" Doe the Ghoul Archmage level 27
20th Regrowth 123rd year of Ascendancy at 20:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jane "Merline" Doe the Ghoul Archmage level 10
15th Haze 122nd year of Ascendancy at 20:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Jane "Merline" Doe the Ghoul Archmage level 20
8th Decay 122nd year of Ascendancy at 21:01 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Jane "Merline" Doe the Ghoul Archmage level 27
57th Regrowth 123rd year of Ascendancy at 20:02 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Jane "Merline" Doe the Ghoul Archmage level 28
1st Time of Balance 123rd year of Ascendancy at 22:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Jane "Merline" Doe the Ghoul Archmage level 25
15th Regrowth 123rd year of Ascendancy at 18:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jane "Merline" Doe the Ghoul Archmage level 10
20th Haze 122nd year of Ascendancy at 05:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Jane "Merline" Doe the Ghoul Archmage level 6
77th Dusk 122nd year of Ascendancy at 17:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jane "Merline" Doe the Ghoul Archmage level 23
10th Regrowth 123rd year of Ascendancy at 19:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jane "Merline" Doe the Ghoul Archmage level 17
71st Haze 122nd year of Ascendancy at 00:31 see stats
Log
Talent Aether Breach is ready to use.
Talent Rune: Shielding is ready to use.
Aerossra the telugoroth casts Wraithform.
Aerossra the telugoroth turns into a wraith.
Aerossra the telugoroth casts Turn Back the Clock.
Today is the 5th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Aerossra the telugoroth casts Fearscape Shift.
Ran for 2 turns (stop reason: taken damage).
Jane "Merline" Doe's spell attains critical power!
Jane "Merline" Doe is surging arcane power.
Share the Pain performs a melee critical strike against Jane "Merline" Doe!
Aerossra the telugoroth casts Epidemic.
Jane "Merline" Doe shrugs off Aerossra the telugoroth's 'Epidemic'!
Jane "Merline" Doe is disabled.
Jane "Merline" Doe is on fire!
Aerossra the telugoroth hits Jane "Merline" Doe for 18 blight, 8 fire, 101 fire, (91 ignored), 0 fire (128 total damage).
Melee retaliation hits Jane "Merline" Doe for 23 temporal damage.
Share the Pain hits Jane "Merline" Doe for 221 physical damage.
Phantasmal Shield hits Aerossra the telugoroth for 193 light damage.
Metaphasic Spin hits Aerossra the telugoroth for 35 arcane, 6 temporal, 15 light (58 total damage).
Melee retaliation hits Aerossra the telugoroth for 15 blight, 6 arcane (22 total damage).
Burning from Aerossra the telugoroth hits Jane "Merline" Doe for 2 fire damage.
Aerossra the telugoroth's demonfire area effect hits Aerossra the telugoroth for 35 fire damage.
Aerossra the telugoroth casts Infernal Breath.
Aerossra the telugoroth hits Jane "Merline" Doe for 169 fire damage.
Burning from Aerossra the telugoroth hits Jane "Merline" Doe for 2 fire damage.
Aerossra the telugoroth's demonfire area effect hits Jane "Merline" Doe for 39 fire damage.
Aerossra the telugoroth's demonfire area effect hits Aerossra the telugoroth for 60 fire damage.
Aerossra the telugoroth's demonfire area effect hits Aerossra the telugoroth for 35 fire damage.
Jane "Merline" Doe the level 29 ghoul archmage was scorched to death by Aerossra the telugoroth and lost outside time on level 1 of Temporal Rift.




















































































































