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 | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 30 / 72% |
Size | medium |
Lifes / Deaths | Killed by Gloranor the elven blood mage at level 30 on the 42nd Dusk 123rd year of Ascendancy at 05:29 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 11) |
Dexterity | 40 (base 30) |
Constitution | 21 (base 10) |
Magic | 10 (base 10) |
Willpower | 78 (base 60) |
Cunning | 71 (base 41) |
Resources
Life | 334/1041 |
Stamina | 112/357 |
Equilibrium | 49 |
Healing Factor | 1.244804467222 |
Regeneration | 8.4283993617881 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 56.001732522079 |
See Invisible | 56.001732522079 |
Offense: Mainhand
Damage | 56 |
Accuracy | 46 |
Crit Chance | 27% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 57 |
Accuracy | 46 |
Crit Chance | 27% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Blight | +14% |
Nature | +70% |
Mind | +17% |
All | +2% |
Offense: Damage Penetration
Blight | +10% |
Acid | +5% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 24 (87.155997060385%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 45 |
Mental Save | 43 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 28%( 70%) |
All | + 21%( 70%) |
Lightning | + 28%( 70%) |
Light | + 28%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 22%( 70%) |
Darkness | + 23%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 380 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. You have been shown a secret entrance to his stronghold. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 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 | Eden's Guile (2 def, 1 armour) =God-Tier= Eden's Guile (2 def, 1 armour) =God-Tier=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 55% (based on Cunning) Activation costs 40 power out of 44/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Yareyon the brass lantern Yareyon the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% acid / +5% arcane / +3% darkness Spell save: +9 (+3 eff.) Maximum life: +63.00 Light radius: +3 Healing mod.: +5% 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 | Mucksage (0 def, 3 armour) Mucksage (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% Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +3 Wil Critical mult.: +5.00% Physical save: +13 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (4 def, 5 armour) =God-Tier= Spellhunt Remnants (4 def, 5 armour) =God-Tier=Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+3 eff.) Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Sewersaw [power 85] (19/20 cooldown) Sewersaw [power 85] (19/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes resistances penetration: +10% blight Changes damage: +6% nature / +12% blight It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Xeratira the steel ring Xeratira the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +3% blight / +6% temporal / +46% nature Changes damage: +23% nature Rings make your fingers look great! |
On fingers | steel ring 'Grinalar' steel ring 'Grinalar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Changes resistances: +9% lightning / +2% physical / +9% light Spell save: +12 (+4 eff.) Maximum life: +40.00 Healing mod.: +10% Rings make your fingers look great! |
Around neck | Withering Orbs =Blind-Fight= Withering Orbs =Blind-Fight=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | creative pulsing mindstar of clarity (13-14 power, 32 apr, nature damage) creative pulsing mindstar of clarity (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 49% Wil, 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Mental save: +6 (+2 eff.) Maximum psi: +30.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Around waist | Bahell the Rainoath Bahell the RainoathInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% * 20% chance to reduce all saves and defense by 35 Damage when hit (Melee): 2 acid Changes stats: +3 Wil Changes resistances: +9% cold Changes resistances penetration: +5% acid Mental save: +10 (+3 eff.) Maximum life: +58.00 A belt that goes around your waist. |
In off hand | nature's pulsing mindstar of balance (14-15 power, 32 apr, nature damage) nature's pulsing mindstar of balance (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 49% Wil, 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +2 (+1 eff.) Disease immunity: +10% Equilibrium when hit: +1.30 Mindpower: +7 (+2 eff.) Mental crit. chance: +4% 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. |
Cloak | cashmere cloak 'Salyna' (2 def, 0 armour) cashmere cloak 'Salyna' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Str / +5 Dex / +6 Con Changes damage: +6% acid Physical save: +8 (+4 eff.) Stamina each turn: +3.00 Maximum life: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
regeneration infusion of the warrior (heal 425; 13 cd) regeneration infusion of the warrior (heal 425; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
stormshield rune of the duelist (threshold 0; blocks 3; dur 4; cd 12) =BEST RUNE EVER= stormshield rune of the duelist (threshold 0; blocks 3; dur 4; cd 12) =BEST RUNE EVER=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: 12 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 0 up to 3 times. Its effects scale with your Dexterity 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. |
Fanged Collar =Parasite= Fanged Collar =Parasite=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
gold amulet 'Tidepulverizer' =???= gold amulet 'Tidepulverizer' =???=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +21% mind Changes resistances penetration: +10% cold / +5% temporal Changes damage: +12% cold / +15% temporal Talent masteries: +0.27 Wild-gift / Fungus +0.27 Technique / Mobility Confusion immunity: +24% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
voratun amulet 'Glawyn' voratun amulet 'Glawyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -6% Damage when hit (Melee): 6 physical Changes stats: +8 Dex / +9 Cun / +7 Con Changes resistances: +2% physical Changes resistances penetration: +15% mind Critical mult.: +20.00% Physical save: +6 (+3 eff.) Life regen: +3.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
gold ring 'Blizzardire' gold ring 'Blizzardire'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% fire / +6% darkness / +15% cold Changes damage: +6% cold Spell save: +12 (+4 eff.) Disarm immunity: +28% Pinning immunity: +34% Knockback immunity: +32% Maximum life: +25.00 Infravision radius: +3 See invisible: +6 Rings make your fingers look great! |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
treant's steel ring of speed =God-Tier= treant's steel ring of speed =God-Tier=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +6 (+2 eff.) Changes resistances: +7% nature / +9% blight Poison immunity: +12% Disease immunity: +16% Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 32 cooldown : Effective talent level: 2.6 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings make your fingers look great! |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
mitotic pulsing mindstar of sand (13-14 power, 32 apr, nature damage) mitotic pulsing mindstar of sand (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 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: +32 Crit. chance: +10.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 63% * 17% chance to reduce armor by 10% When wielded/worn: Damage (Melee): 12 physical Changes resistances: +12% physical Changes resistances penetration: +8% physical Changes damage: +11% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
thorny mindstar of disruption (9-9 power, 24 apr, nature damage) thorny mindstar of disruption (9-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 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: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +9% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +5 (+1 eff.) Mental crit. chance: +3% 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. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 24 power out of 30/30) : Effective talent level: 5.2 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Jetobsidian (0 def, 0 armour) Jetobsidian (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Cun Changes resistances: +12% darkness / +39% nature / +15% all Changes resistances penetration: +10% darkness Changes damage: +26% nature Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum psi: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wintersting (10 def, 11 armour) Wintersting (10 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+4 eff.) Fatigue: +4% Changes resistances: +6% fire / +5% physical / +12% cold Disease immunity: +20% Only die when reaching: -80.00 life Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of hardened leather boots of rushing (0 def, 3 armour) invigorating pair of hardened leather boots of rushing (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +3 Str / +3 Con Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 25/25. Range: 7 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. |
invigorating pair of voratun boots of disengagement (0 def, 5 armour) invigorating pair of voratun boots of disengagement (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +3 Cun / +3 Dex Stamina each turn: +0.50 Maximum life: +42.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 184% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Cyryssra' (0 def, 1 armour) pair of rough leather boots 'Cyryssra' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Con Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Cut immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 9 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. |
miner's iron helm of the depths (0 def, 5 armour) =Breathe water= miner's iron helm of the depths (0 def, 5 armour) =Breathe water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
363 alchemist agate 363 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blizzardvault the dwarven-steel pickaxe (dig speed 15 turns) Blizzardvault the dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances penetration: +20% temporal Changes damage: +8% fire / +11% mind / +12% cold Reduces incoming crit damage: 10.00% Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Cut immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 80 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial 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.(132 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 162 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. |
Ulfirin [power 220] (19/12 cooldown) =MAG 3= Ulfirin [power 220] (19/12 cooldown) =MAG 3=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Cun / +3 Mag Changes resistances: +15% mind / +18% fire Poison immunity: +20% Maximum hate: +4.00 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 224 physical damage Activation puts all charms on cooldown for 12 turns. When used: * Heal for 78. Torques are made by powerful psionics to store psionic powers. |
Tundrawreath [power 458] (19/12 cooldown) =Escorts= Tundrawreath [power 458] (19/12 cooldown) =Escorts=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Damage when hit (Melee): 8 cold Changes resistances: +12% cold Changes resistances penetration: +10% darkness / +25% cold Changes damage: +15% nature It can be used to heal yourself and all friendly characters within 10 spaces for 458 Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of summon tentacle [power 150] (19/26 cooldown) overpowered elm totem of summon tentacle [power 150] (19/26 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 153 Armor: 4 All Resist: 2 Activation puts all charms on cooldown for 26 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle [power 230] (19/20 cooldown) yew totem of summon tentacle [power 230] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 460 Base Damage: 230 Armor: 6 All Resist: 3 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
quartz 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. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By AWAKEN MY MINDSTARS the Cornac Rogue level 24
71st Pyre 123rd year of Ascendancy at 23:11 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 25
3rd Mirth 123rd year of Ascendancy at 13:12 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 28
7th Flare 123rd year of Ascendancy at 17:12 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 8
38th Dusk 122nd year of Ascendancy at 16:34 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 29
9th Dusk 123rd year of Ascendancy at 12:01 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 24
65th Pyre 123rd year of Ascendancy at 01:23 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 27
1st Flare 123rd year of Ascendancy at 08:07 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 26
10th Mirth 123rd year of Ascendancy at 16:45 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 10
17th Haze 122nd year of Ascendancy at 09:44 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 20
15th Pyre 123rd year of Ascendancy at 20:01 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 30
16th Dusk 123rd year of Ascendancy at 11:04 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 18
32nd Regrowth 123rd year of Ascendancy at 14:29 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 29
8th Dusk 123rd year of Ascendancy at 22:49 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 7
79th Pyre 122nd year of Ascendancy at 00:39 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 18
70th Regrowth 123rd year of Ascendancy at 19:24 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 26
10th Mirth 123rd year of Ascendancy at 12:17 see stats
By AWAKEN MY MINDSTARS the Cornac Rogue level 21
18th Pyre 123rd year of Ascendancy at 11:37 see stats
Log
Melee retaliation hits Gloranor the elven blood mage for (5 to psi shield), 8 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 8 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature (29 total damage).
Poison from AWAKEN MY MINDSTARS hits Gloranor the elven blood mage for (1 to psi shield), 2 nature (2 total damage).
Gloranor the elven blood mage's Beyond the Flesh hits AWAKEN MY MINDSTARS for 236 physical, (32 antimagic), 0 darkness, 21 physical (258 total damage).
Gloranor the elven blood mage hits AWAKEN MY MINDSTARS for (33 antimagic), (77 reacted , -5 stam), 164 darkness, (32 antimagic), 0 darkness, (15 antimagic), 0 lightning, (14 antimagic), 0 cold, 21 physical, (33 antimagic), (63 reacted , -5 stam), 134 darkness, (32 antimagic), 0 darkness, (15 antimagic), 0 lightning, (14 antimagic), 0 cold, 21 physical (342 total damage).
AWAKEN MY MINDSTARS uses Infusion: Wild.
AWAKEN MY MINDSTARS is free from the acid.
AWAKEN MY MINDSTARS is cured!
AWAKEN MY MINDSTARS lessens the pain.
AWAKEN MY MINDSTARS uses Sewersaw!
AWAKEN MY MINDSTARS deactivates Stealth.
AWAKEN MY MINDSTARS speeds up.
Gloranor the elven blood mage performs a melee critical strike against AWAKEN MY MINDSTARS!
Gloranor the elven blood mage performs a melee critical strike against AWAKEN MY MINDSTARS!
Gloranor the elven blood mage performs a melee critical strike against AWAKEN MY MINDSTARS!
AWAKEN MY MINDSTARS is covered in acid!
Gloranor the elven blood mage's fully exits the shadows.
Gloranor the elven blood mage's Beyond the Flesh performs a melee critical strike against AWAKEN MY MINDSTARS!
Melee retaliation hits Gloranor the elven blood mage for (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature, (5 to psi shield), 7 nature, (0 to psi shield), 0 acid, (0 to psi shield), 1 nature (47 total damage).
Poison from AWAKEN MY MINDSTARS hits Gloranor the elven blood mage for (1 to psi shield), 2 nature (2 total damage).
Gloranor the elven blood mage's Beyond the Flesh hits AWAKEN MY MINDSTARS for (85 flat reduction), 75 physical, (18 antimagic), 0 darkness, (17 flat reduction), 0 physical (75 total damage).
Gloranor the elven blood mage hits AWAKEN MY MINDSTARS for (33 antimagic), (85 flat reduction), 56 darkness, (24 antimagic), 0 darkness, (14 antimagic), 0 lightning, (9 antimagic), 0 cold, (11 flat reduction), 0 physical, (33 antimagic), (3 flat reduction), 0 darkness, (24 antimagic), 0 darkness, (11 flat reduction), 0 physical, (33 antimagic), (85 flat reduction), 54 darkness, (24 antimagic), 0 darkness, (14 antimagic), 0 lightning, (9 antimagic), 0 cold, (11 flat reduction), 0 physical, (33 antimagic), (40 flat reduction), 0 darkness, (24 antimagic), 0 darkness, (11 flat reduction), 0 physical (110 total damage).
AWAKEN MY MINDSTARS uses Venomous Strike.
Gloranor the elven blood mage blocks AWAKEN MY MINDSTARS's attack and retaliates with his telekinetically wielded weapon!
Gloranor the elven blood mage performs a melee critical strike against AWAKEN MY MINDSTARS!
AWAKEN MY MINDSTARS reacts to an attack from Gloranor the elven blood mage, mitigating the blow!.
AWAKEN MY MINDSTARS is disarmed!
Gloranor the elven blood mage repels an attack from AWAKEN MY MINDSTARS.
Gloranor the elven blood mage resists the vile poison!
AWAKEN MY MINDSTARS gains 11% of a turn from Ancestral Life.