










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 23 / 6% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 16 on the 59th Haze 122nd year of Ascendancy at 11:14 0 / 6Killed by Rhaloren Inquisitor at level 17 on the 59th Haze 122nd year of Ascendancy at 23:09 Killed by Rhaloren Inquisitor at level 17 on the 60th Haze 122nd year of Ascendancy at 08:49 Killed by enthralled slave at level 22 on the 54th Regrowth 123rd year of Ascendancy at 11:36 Killed by Ademira the slaver at level 22 on the 55th Regrowth 123rd year of Ascendancy at 20:59 Killed by Zubota the large brown snake at level 23 on the 59th Regrowth 123rd year of Ascendancy at 19:50 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 20 (base 12) |
Constitution | 16 (base 12) |
Magic | 67 (base 51) |
Willpower | 69 (base 45) |
Cunning | 25 (base 12) |
Resources
Mana | 164/613 |
Negative | 142/162 |
Life | -137/652 |
Positive | 86/126 |
Psi | 149/159 |
Healing Factor | 1.3945771506546 |
Regeneration | 21.267301547483 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +19.999999999994% |
Spell | -4.4075854077619E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 4 |
See Invisible | -1.7763568394003E-15 |
Offense: Mainhand
Damage | 29 |
Accuracy | 14 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +64% |
Light | +21% |
Mind | +23% |
Cold | +30% |
Arcane | +30% |
Fire | +51% |
All | +5% |
Offense: Damage Penetration
Acid | +10% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 41 |
Mental Save | 26 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 19%( 70%) |
Cold | + 27%( 70%) |
All | + 11%( 70%) |
Darkness | + 31%( 70%) |
Light | + 27%( 70%) |
Temporal | + 27%( 70%) |
Lightning | + 51%( 70%) |
Fire | + 27%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Poison Resistance | 20% |
Confusion Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 271 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 108 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 827% for 10 turns (45 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the 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 Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+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 Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one 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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
Psionic focus | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+5 eff.) S.pwr/crit +7 Dmg.mod +25% lightning +6% light +25% fire +25% arcane +25% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Armour +8 Defense +8 (+3 eff.) Resists +3% blight +9% light ---------- misc Max.P.En +10.00 Max.N.En +10.00 Wards +3 lightning +3 cold +3 arcane +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% fire Melee Ret 10 lightning ----- def ----- Resists +3% lightning Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Mov.spd +20% On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue -8% Resists +6% blight +6% temporal +3% darkness Max.HP +66.00 HP.reg +3.00 Heal.mod +12% ---------- misc Stam/turn +0.60 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +6 Str +4 Dex +2 Mag +6 Wil Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +5% all ----- def ----- Max.HP +48.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +44.00 HP.reg +5.00 Heal.mod +10% ---------- misc Max.stam +11.00 Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +3 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% fire +9% light +13% cold Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil +5 Cun +2 Con dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +9 (+3 eff.) Dmg.mod +18% mind +20% lightning ----- def ----- Resists +10% lightning ---------- misc Mana/turn +0.20 N.En/turn +0.20 Vim/s.crit +4.00 Hate/m.crit +2.00 Max.mana +44.00 Max.vim +29.00 Max.N.En +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) Resists +12% acid +7% fire +12% lightning +5% cold Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +12% temporal Spell.save +6 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +42.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +14% lightning ----- def ----- Resists +21% lightning +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +25% arcane +5% acid ----- def ----- Resists +11% acid +11% fire +12% cold +5% arcane +12% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Spell.crit +1% Res.pen +10% blight Melee Ret 2 arcane ----- def ----- HP.reg +2.00 Stun/Frz- +22% ---------- misc Vim/s.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +12% fire ----- def ----- Resists +3% temporal +24% fire Poison- +10% Silence- +20% Disarm- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +2 Wil ----- def ----- Resists +9% darkness Mind.save +6 (+3 eff.) Confus- +26% ---------- misc Max.hate +2.00 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +6.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+6 eff.) Apr +9 ----- def ----- Defense +10 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+5 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+6 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+4 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Res.pen +10% light ----- def ----- Armour +4 Defense +15 (+5 eff.) Resists +12% mind Spell.save +12 (+4 eff.) Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +3% acid +9% nature +5% arcane Heal.mod +15% Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +1 Str +1 Dex +1 Mag +4 Con dps ---------- Dmg.mod +12% light ----- def ----- Resists +18% light +7% all Crit.chn- 15.00% ---------- misc See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Master While equipped: Stats +6 Str +2 Dex +5 Mag dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% all Phys.save +17 (+13 eff.) ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature Melee Ret 6 light ----- def ----- Resists +15% acid +6% darkness +19% nature +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +18% light ----- def ----- Resists +27% light +13% all Spell.save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +7% cold +8% fire +9% nature +8% lightning ---------- misc Infravis +1 See.Invis +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Cun +3 Con dps ---------- Res.pen +13% darkness +11% temporal ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +18% temporal +19% darkness +2% physical Die.at -60.00 life HP.reg +4.00 Silence- +20% Def/telep +15 Res/telep +12% Dur/telep +18% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +6 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning +3% cold Melee Ret 4 mind ----- def ----- Armour +3 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +1 Con dps ---------- Spell.pwr +4 (+1 eff.) Apr +2 ----- def ----- Armour +7 Die.at -80.00 life ---------- misc Light +1 A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +4.00 ---------- misc Stam/turn +0.70 Max.stam +21.00 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. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +6% cold +3% mind ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +5 Con ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness ---------- misc Stam/ret +0.70 Equi/ret +1.90 See.Invis +12 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex +9 Wil +2 Cun dps ---------- Dmg.mod +13% acid Melee Ret 2 nature ----- def ----- Defense +2 (+1 eff.) Resists +19% acid Crit.chn- 10.00% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 4 cold ----- def ----- Defense +17 (+6 eff.) Resists +9% lightning +9% temporal +12% cold +6% acid A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +7 Wil dps ---------- Dmg.mod +9% fire ----- def ----- Defense +2 (+1 eff.) Resists +12% fire Phys.save +6 (+6 eff.) ---------- misc See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +9 Mag ----- def ----- Armour +5 Fatigue +3% Resists +3% light +6% mind +6% nature Phys.save +14 (+11 eff.) ---------- misc See.Invis +6 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +12% lightning Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +3% darkness +17% cold ---------- misc Light +1 Infravis +3 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex +1 Mag dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) Dmg.mod +7% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% cold +15% fire +10% mind +5% arcane Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) HP.reg +4.00 ---------- misc Max.psi +13.00 A pointy cloth hat, very wizardly... |
![]() 9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Melee+ 11 acid 11 fire Melee Ret 11 acid 9 fire ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +16% acid +2% physical +14% fire +3% temporal +17% cold Mind.save +15 (+7 eff.) Die.at -40.00 life A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +4 Str +1 Dex +2 Con dps ---------- Dmg.mod +8% fire +8% mind +21% darkness ----- def ----- Resists +6% nature Mind.save +7 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +3% lightning Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +3% lightning +11% nature +3% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con +1 Wil ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Light +4 Infravis +2 See.Stealth +5 See.Invis +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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +20% Knockbk- +20% Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +5% lightning ---------- misc Equi/ret +0.12 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lightning Prince the Shalore Adventurer level 13
76th Dusk 122nd year of Ascendancy at 04:48 see stats
By Lightning Prince the Shalore Adventurer level 21
48th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Lightning Prince the Shalore Adventurer level 10
46th Dusk 122nd year of Ascendancy at 18:41 see stats
By Lightning Prince the Shalore Adventurer level 20
37th Regrowth 123rd year of Ascendancy at 21:01 see stats
By Lightning Prince the Shalore Adventurer level 22
54th Regrowth 123rd year of Ascendancy at 10:45 see stats
By Lightning Prince the Shalore Adventurer level 12
69th Dusk 122nd year of Ascendancy at 21:56 see stats
By Lightning Prince the Shalore Adventurer level 11
48th Dusk 122nd year of Ascendancy at 22:31 see stats
By Lightning Prince the Shalore Adventurer level 11
50th Dusk 122nd year of Ascendancy at 16:10 see stats
By Lightning Prince the Shalore Adventurer level 22
56th Regrowth 123rd year of Ascendancy at 07:25 see stats
By Lightning Prince the Shalore Adventurer level 19
36th Regrowth 123rd year of Ascendancy at 09:38 see stats
Log
A shield forms around Lightning Prince.
Lightning Prince casts Phase Door.
Select a target to teleport...
Select a teleport location...
Lightning Prince is out of phase.
Xanenor the bee swarm casts Tentacled Wings.
Xanenor the bee swarm hits Lightning Prince for (69 absorbed), 0 blight (0 total damage).
Melee retaliation hits Xanenor the bee swarm for 14 lightning, 43 light, 9 darkness (68 total damage).
Melee retaliation hits Zubota the large brown snake for 14 lightning, 39 light, 10 darkness (65 total damage).
Zubota the large brown snake's Beyond the Flesh hits Lightning Prince for (69 absorbed), 0 physical (0 total damage).
Lightning Prince's Beyond the Flesh misses Zubota the large brown snake.
Talent Ward is ready to use.
Talent Shock is ready to use.
Talent Chain Lightning is ready to use.
Talent Dig is ready to use.
Lightning Prince receives 39 healing from Temporal Restoration Field.
Lightning Prince's arcane area effect hits Zubota the large brown snake for 130 arcane damage.
Lightning Prince's arcane area effect hits Xanenor the bee swarm for 151 arcane damage.
Lightning Prince's arcane area effect hits Eilinuma the giant blue ant for 140 arcane damage.
Xanenor the bee swarm performs a melee critical strike against Lightning Prince!
Your shield crumbles under the damage!
The shield around Lightning Prince crumbles.
Zubota the large brown snake uses Thermal Strike.
Melee retaliation hits Xanenor the bee swarm for 14 lightning, 43 light, 9 darkness (68 total damage).
Melee retaliation hits Zubota the large brown snake for 14 lightning, 39 light, 10 darkness (65 total damage).
Zubota the large brown snake hits Lightning Prince for 157 cold, 6 darkness, 96 cold (260 total damage).
Xanenor the bee swarm hits Lightning Prince for (11 absorbed), 56 physical (56 total damage).
Lightning Prince the level 23 shalore adventurer was frozen and shattered into a million little shards to death by Zubota the large brown snake on level 2 of Old Forest.
You carry too much--you are encumbered!
Drop some of your items.