Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/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 | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 33 / 30% |
Size | medium |
Lifes / Deaths | Killed by Cyragatha the wolf at level 19 on the 35th Haze 122nd year of Ascendancy at 06:32 0 / 7Killed by elven cultist at level 25 on the 4th Allure 123rd year of Ascendancy at 18:01 Killed by Xerura the ogre warmaster at level 25 on the 5th Allure 123rd year of Ascendancy at 03:24 Killed by Xumina the mean looking elven guard at level 25 on the 5th Allure 123rd year of Ascendancy at 08:56 Killed by Xumina the mean looking elven guard at level 25 on the 5th Allure 123rd year of Ascendancy at 11:22 Killed by Zubarithra the mean looking elven guard at level 26 on the 5th Allure 123rd year of Ascendancy at 18:47 Killed by Belyralewyn the anaconda at level 33 on the 67th Regrowth 123rd year of Ascendancy at 03:47 |
Primary Stats
Strength | 28 (base 14) |
Dexterity | 48 (base 32) |
Constitution | 44 (base 32) |
Magic | 88 (base 56) |
Willpower | 25 (base 12) |
Cunning | 41 (base 25) |
Resources
Life | -11/1086 |
Paradox | 391 |
Healing Factor | 1.5855007465518 |
Regeneration | 38.606943178537 |
Speed
Mental | +9.9548371190586% |
Attack | +9.9548371190586% |
Movement | +29.999999999999% |
Spell | +9.9548371190586% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 30.673888179628 |
See Invisible | 31.673888179628 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 168 |
Accuracy | 55 |
Crit Chance | 30% |
APR | 19 |
Speed | 0.91 |
Offense: Offhand
Damage | 74 |
Accuracy | 55 |
Crit Chance | 26% |
APR | 17 |
Speed | 0.91 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 13% |
Speed | 0.9094643093484 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 0.9094643093484 |
Offense: Damage Bonus
Acid | +27% |
Temporal | +6% |
Blight | +5% |
Arcane | +9% |
Cold | +40% |
All | 0% |
Offense: Damage Penetration
Lightning | +25% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (38.594633868923%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 1.9238052216851 |
Physical Save | 30 |
Spell Save | 38 |
Mental Save | 32 |
Defense: Resistances
Nature | + 21%( 70%) |
Lightning | + 18%( 70%) |
Light | + 18%( 70%) |
Acid | + 23%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 30%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 32% |
Bleed Resistance | 0% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 105 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: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 540 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Increases attack, spell, and mind speed by 10%. 1 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 174. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed storm wyrm claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit has completed an elixir of focus 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of squid ink. * You've found the needed ice wyrm 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 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Xeruriathra the brass lantern Xeruriathra the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +10 Mag Reduces incoming crit damage: 15.00% Mental save: +7 (+4 eff.) Light radius: +5 See stealth: +6 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Ce'Nona (0 def, 3 armour) Ce'Nona (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +9% blight Changes damage: +6% temporal Disease immunity: +20% Maximum life: +60.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
On hands | hardened leather gloves 'Ximina' (0 def, 2 armour) hardened leather gloves 'Ximina' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Damage when hit (Melee): 10 physical Changes stats: +2 Str Changes resistances: +5% arcane Changes damage: +9% arcane Mana each turn: +0.15 Spellpower: +7 (+3 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Spellhunt Remnants. |
Tool | extending stralite torque of psionic shield [power 97] (5/25 cooldown) extending stralite torque of psionic shield [power 97] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 97 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Porytira the steel ring Porytira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% acid / +5% arcane Changes resistances penetration: +10% acid Changes damage: +18% acid Spell save: +18 (+7 eff.) Stun/Freeze immunity: +32% Life regen: +3.00 Mental crit. chance: +3% Rings make your fingers look great! |
On fingers | warrior's copper ring of life warrior's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Life regen: +7.00 Maximum life: +42.00 Healing mod.: +11% Rings make your fingers look great! |
Around neck | Aircutter the gold amulet Aircutter the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 fire Changes stats: +4 Str / +6 Dex / +6 Cun / +7 Con Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Physical save: +8 (+4 eff.) Life regen: +6.00 Stamina each turn: +0.30 Maximum life: +30.00 Movement speed: +10% Amulets make your neck look great! |
In main hand | Corpathus (150% power, 12 apr) Corpathus (150% power, 12 apr)Requires: - Magic 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +19.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +30.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Around waist | Gubrera the Gleamblow Gubrera the GleamblowInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +4 Mag Changes resistances: +6% light Changes damage: +9% acid Maximum life: +34.00 A belt that goes around your waist. |
In off hand | Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | marshal's cashmere cloak (2 def, 0 armour) marshal's cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Con Physical save: +8 (+4 eff.) Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to resilient kruk cloak. |
Main armor | rejuvenating reinforced leather armour of Eyal (12 def, 7 armour) rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Life regen: +8.10 Stamina each turn: +1.30 Maximum life: +40.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( ) 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 (91% 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. |
This item will automatically be transmogrified when you leave the level. blink rune (range 5; phase 21; cd 13)blink rune (range 5; phase 21; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
shatter afflictions rune of the wizard (absorb 144; cd 17) shatter afflictions rune of the wizard (absorb 144; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 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 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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. |
stormshield rune (threshold 35; blocks 2; dur 4; cd 14) stormshield rune (threshold 35; blocks 2; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 2 times. 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. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Fogshear (135% power, 9 apr) Fogshear (135% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 136% Range: 1.3x Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 15% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness Damage (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +13.0% Changes stats: +2 Dex Changes resistances: +6% blight Spell save: +12 (+5 eff.) Mental save: +9 (+5 eff.) Combat speed: +10% Sharp, short and deadly. |
Moon (100% power, 0 apr) Moon (100% power, 0 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 moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 20% Dex, 70% Mag Damage type: Darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
balanced voratun dagger of evisceration (147% power, 9 apr) balanced voratun dagger of evisceration (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Defense: +8 (+3 eff.) Disarm immunity: +25% Sharp, short and deadly. |
Cyranor CyranorRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Armour: +4 Effects on ranged hit: * 20% chance to slow global speed by 44% Changes stats: +6 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Longbows are used to shoot arrows at your foes. This object's appearance was changed to Surefire. |
truestriking stralite longsword of evisceration (138% power, 5 apr) truestriking stralite longsword of evisceration (138% power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +8% physical Sharp, long, and deadly. |
Hathyrain the Sepsiswyrd (125% power, 40 apr, nature damage) Hathyrain the Sepsiswyrd (125% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 126% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 cold Damage (radius 1) on hit: +20 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +5 Str Talent granted: +1 Attune Mindstar Physical save: +19 (+10 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Stamina each turn: +3.00 Equilibrium when hit: +1.70 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emelyratta (129% power, 5 apr, lightning element) Emelyratta (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+8 eff.) Physical power: +20 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +2 Con Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +59.00 Spellpower: +19 (+7 eff.) Spell crit. chance: +13% It can be used to conjure elemental energy in a radius 8 cone, dealing 70.69 to 84.83 lightning damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (150% power, 12 apr, darkness element) Sceptre of the Archlich (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+12 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood magestaff of warding (129% power, 5 apr, lightning element)shimmering elven-wood magestaff of warding (129% power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Maximum wards: +2 lightning Changes damage: +25% lightning Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.28 Maximum mana: +54.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
exposing stralite steamsaw of shearing (138% power, 0 apr) exposing stralite steamsaw of shearing (138% power, 0 apr)Requires: - Magic 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Effects on melee hit: * 9% chance to reduce all saves and defense by 18 Effects when hit in melee: * 10% chance to reduce all saves and defense by 18 Changes resistances penetration: +10% all Talent granted: +2 Block 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! |
windwalling stralite steamsaw of the stars (65% power, 0 apr) windwalling stralite steamsaw of the stars (65% power, 0 apr)Requires: - Magic 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x Uses stat: 150% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Mag / +3 Wil / +5 Cun Changes resistances: +11% physical / +14% light / +15% darkness Changes damage: +14% light / +13% darkness Talent granted: +2 Block Slows Projectiles: +20% Bonus block near projectiles: +58 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! |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight Mana each turn: +0.11 Maximum mana: +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spellwoven Rags of the Sanctuary of alchemy (0 def, 0 armour) spellwoven Rags of the Sanctuary of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% acid / +12% physical / +11% fire / +11% cold / +7% all Changes damage: +6% acid / +7% physical / +7% fire / +8% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +16 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour) restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Healing mod.: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of hardened leather boots. |
Adina (5 def, 14 armour) Adina (5 def, 14 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +6% blight / +6% temporal / +19% light / +18% darkness Reduces incoming crit damage: 15.00% Disarm immunity: +20% Stun/Freeze immunity: +20% Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+3 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
soldier's dwarven-steel pickaxe (dig speed 14 turns) soldier's dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +7% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
brass lantern 'Nerema' brass lantern 'Nerema'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +3% lightning Changes resistances penetration: +5% acid Physical save: +5 (+3 eff.) Spell save: +9 (+4 eff.) Cut immunity: +20% Life regen: +2.00 Light radius: +3 Healing mod.: +12% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Curesweep (21/21, 140% power, 3 apr) Curesweep (21/21, 140% power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 141% Range: 1.2x Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) * 20% chance to slow global speed by 44% * 20% chance to knock the target back 3 spaces and deal 99 physical damage Damage (Ranged): +14 temporal / +24 physical / +20 nature / +20 cold Damage (radius 1) on hit: +4 nature / +16 cold Shots are used with slings to pummel your foes to death. |
extending dwarven-steel torque of psionic shield [power 77] (5/25 cooldown) extending dwarven-steel torque of psionic shield [power 77] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 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: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Betavena' [power 245] (5/19 cooldown) steel torque of mindblast 'Betavena' [power 245] (5/19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% mind It can be used to blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating yew totem of healing [power 242] (5/15 cooldown) innervating yew totem of healing [power 242] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By super`radish the Cornac Temporal Warden level 28
18th Regrowth 123rd year of Ascendancy at 12:01 see stats
By super`radish the Cornac Temporal Warden level 13
12nd Dusk 122nd year of Ascendancy at 15:17 see stats
By super`radish the Cornac Temporal Warden level 27
17th Regrowth 123rd year of Ascendancy at 03:33 see stats
By super`radish the Cornac Temporal Warden level 18
34th Haze 122nd year of Ascendancy at 05:11 see stats
By super`radish the Cornac Temporal Warden level 29
26th Regrowth 123rd year of Ascendancy at 09:24 see stats
By super`radish the Cornac Temporal Warden level 20
46th Haze 122nd year of Ascendancy at 08:26 see stats
By super`radish the Cornac Temporal Warden level 25
4th Allure 123rd year of Ascendancy at 01:41 see stats
By super`radish the Cornac Temporal Warden level 28
18th Regrowth 123rd year of Ascendancy at 05:47 see stats
By super`radish the Cornac Temporal Warden level 32
59th Regrowth 123rd year of Ascendancy at 10:25 see stats
By super`radish the Cornac Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 22:26 see stats
By super`radish the Cornac Temporal Warden level 20
44th Haze 122nd year of Ascendancy at 20:06 see stats
By super`radish the Cornac Temporal Warden level 30
38th Regrowth 123rd year of Ascendancy at 19:03 see stats
By super`radish the Cornac Temporal Warden level 22
57th Haze 122nd year of Ascendancy at 08:17 see stats
By super`radish the Cornac Temporal Warden level 26
6th Allure 123rd year of Ascendancy at 09:47 see stats
By super`radish the Cornac Temporal Warden level 28
18th Regrowth 123rd year of Ascendancy at 08:53 see stats
By super`radish the Cornac Temporal Warden level 6
79th Pyre 122nd year of Ascendancy at 23:27 see stats
By super`radish the Cornac Temporal Warden level 19
34th Haze 122nd year of Ascendancy at 21:21 see stats
By super`radish the Cornac Temporal Warden level 6
78th Pyre 122nd year of Ascendancy at 13:25 see stats
By super`radish the Cornac Temporal Warden level 25
4th Allure 123rd year of Ascendancy at 01:18 see stats
By super`radish the Cornac Temporal Warden level 20
45th Haze 122nd year of Ascendancy at 10:24 see stats
By super`radish the Cornac Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 13:06 see stats
Log
super`radish reflects damage back to Something!
super`radish hits Something for 43 reflected damage.
Deep Wound from Xuwyn the gigantic gravity worm hits super`radish for (43 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around super`radish crumbles.
Super`radish was blasted back 2 spaces!
Belyralewyn the anaconda uses Willful Strike.
Super`radish was blasted back 2 spaces!
Belyralewyn the anaconda strikes super`radish in the darkness (+50% damage).
super`radish reflects damage back to Belyralewyn the anaconda!
Belyralewyn the anaconda hits super`radish for (35 absorbed), 87 physical, 203 physical (290 total damage).
super`radish hits Belyralewyn the anaconda for (17 deflected), 35 reflected (35 total damage).
Xuwyn the gigantic gravity worm shrugs off the effect 'Confused'!
Shadow resists the stun!
Super`radish's Arrow Echoes hits Shadow for 12 temporal, 11 physical (23 total damage).
Super`radish's Arrow Echoes hits Xuwyn the gigantic gravity worm for (28 parried), 55 physical, 12 temporal, 11 physical, 8 temporal (87 total damage).
Super`radish parries the attack with his dual weapons!
super`radish repels an attack from Xuwyn the gigantic gravity worm.
Melee retaliation hits Xuwyn the gigantic gravity worm for 5 physical, 1 light, 1 fire (7 total damage).
Xuwyn the gigantic gravity worm hits super`radish for 78 physical damage.
Super`radish casts Haste.
Super`radish speeds up.
Super`radish casts Dimensional Step.
Super`radish uses Infusion: Regeneration.
Super`radish starts regenerating health quickly.
Deep Wound from Xuwyn the gigantic gravity worm hits super`radish for 47 physical damage.
Super`radish was smashed back 1 spaces!
Something hits super`radish for 173 physical, 15 physical (188 total damage).
super`radish the level 33 cornac temporal warden was bled to death by Belyralewyn the anaconda on level 3 of Falosalach.