










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 | 19 / 92% |
Size | medium |
Lifes / Deaths | Killed by Glorunor the slumbering fox at level 12 on the 14th Haze 122nd year of Ascendancy at 14:22 1 / 5Killed by shadow at level 15 on the 58th Haze 122nd year of Ascendancy at 10:41 Killed by Eilinidaseta the sandworm destroyer at level 19 on the 5th Decay 122nd year of Ascendancy at 12:46 Killed by Polokira the white jelly at level 19 on the 5th Decay 122nd year of Ascendancy at 15:46 Killed by Stormfather at level 19 on the 5th Decay 122nd year of Ascendancy at 17:04 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 14 (base 12) |
Constitution | 25 (base 12) |
Magic | 71 (base 47) |
Willpower | 77 (base 34) |
Cunning | 25 (base 12) |
Resources
Mana | 518/603 |
Negative | 84/104 |
Life | 480/480 |
Positive | 84/104 |
Psi | 187/187 |
Healing Factor | 1.2545178243369 |
Regeneration | 6.3353150129014 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60.000000000003% |
Spell | +7.5051076464661E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
Offense: Mainhand
Damage | 29 |
Accuracy | 14 |
Crit Chance | 10% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 18% |
Speed | 0.99999999999992 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Lightning | +58% |
Fire | +12% |
Darkness | 0% |
Cold | +36% |
Arcane | +13% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Light | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 10 |
Ranged Defense | 10 |
Fatigue | 10 |
Physical Save | 27 |
Spell Save | 44 |
Mental Save | 35 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 60%( 70%) |
All | + 9%( 70%) |
Lightning | + 23%( 70%) |
Light | + 19%( 70%) |
Darkness | + 22%( 70%) |
Fire | + 50%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 0% |
Disarm Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 9% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 382 damage for 7 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (99% 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 600% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 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 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed electric eel tail. 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 bloated horror heart. * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 length of troll intestine. * '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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within1 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 5.0 T2 staff 1H weapon [Unique] Arcane A part of set. Power 18.8 - 22.5 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +2% Phys.pwr +12 (+6 eff.) Spell.pwr +18 (+5 eff.) Dmg.mod +18% lightning +10% arcane ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +9% lightning Res.pen +10% fire Melee Ret 4 lightning ----- def ----- Resists +6% darkness +12% fire ---------- 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +9% acid +9% darkness +5% arcane Phys.save +14 (+7 eff.) HP.reg +4.00 A cap made of leather. |
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +11 Mag +10 Wil +6 Cun dps ---------- Spell.pwr +13 (+4 eff.) ----- def ----- Resists +9% fire Spell.save +4 (+1 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 24.15 cold and 18.83 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +6% mind Res.pen +25% mind Melee Ret 2 mind ----- def ----- Resists +6% nature ---------- misc Masteries +0.14 Steamtech/Butchery +0.14 Chronomancy/Gravity Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +8% Crit.mult +11.00% Spell.pwr +10 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +6 (+6 eff.) Spell.save +12 (+4 eff.) HP.reg +0.80 Heal.mod +13% Blind- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.13 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 5 arcane Dmg.mod +3% arcane Acc +6 (+3 eff.) ----- def ----- Armour +1 Resists +3% arcane Phys.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +21% 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +2 Cun dps ---------- Res.pen +15% light ----- def ----- Resists +7% acid +12% light +7% fire +7% cold +7% lightning Crit.chn- 10.00% A belt that goes around your waist. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Spell.save +5 (+1 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +6% physical +12% fire +6% cold ----- def ----- Resists +6% lightning +5% cold +18% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold Res.pen +10% light Melee Ret 4 light ----- def ----- Resists +3% nature ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Wil +3 Cun dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +5% acid Melee Ret 6 blight ----- def ----- Resists +9% acid ---------- misc Mana/s.crit +1.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% acid ----- def ----- Resists +12% lightning +3% temporal +5% arcane +12% cold Phys.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +23.00 Disarm- +28% Pinning- +25% Knockbk- +31% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +26.00 Disarm- +25% Pinning- +35% Knockbk- +22% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 arcane On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Str +6 Dex +4 Mag +6 Wil +5 Cun +6 Con dps ---------- Res.pen +5% temporal +7% all Acc +7 (+4 eff.) Apr +8 Sharp, short and deadly. |
![]() 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. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +8 Wil ----- def ----- Max.HP +30.00 Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 cold While equipped: dps ---------- Mind.crit +5% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +6 Resists +6% acid Spell.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +5% lightning +5% cold +6% physical ----- def ----- Defense +7 (+7 eff.) Pinning- +17% ---------- misc Talents +1 Attune Mindstar 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +8% lightning +5% fire +6% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 lightning Dmg.mod +6% lightning Res.pen +7% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar 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. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag dps ---------- Phys.crit +2.0% Res.pen +5% physical Apr +1 ----- def ----- Armour +2 Resists +2% physical HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +12% temporal Def/telep +11 Res/telep +10% Dur/telep +11% 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. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +11% darkness +5% physical Res.pen +8% darkness +11% physical On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Resists +9% acid +6% blight +9% cold +9% nature +11% all ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+11 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 41.55 to 51.94 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +24% nature ----- def ----- Resists +18% nature +13% all Poison- +26% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +4 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +3 Fatigue +2% Resists +3% mind Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Heal.mod +20% 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 [Rare] Master While equipped: Stats +9 Con ----- def ----- Armour +3 Fatigue -5% Resists +3% blight +12% cold Crit.chn- 10.00% Phys.save +10 (+5 eff.) ---------- misc Max.enc +31 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Dmg.mod +6% mind ----- def ----- Armour +12 Resists +8% acid +7% fire +11% cold +5% arcane +8% lightning Mind.save +12 (+5 eff.) Max.HP +60.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Mind.crit +3% Dmg.mod +6% mind ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- Res.pen +10% arcane Phasing +30% ----- def ----- Armour +9 Fatigue +3% Resists +9% acid +7% fire +7% lightning +8% cold ---------- misc Stam/turn +0.50 Mana/s.crit +2.00 Max.stam +16.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +5 Fatigue +1% Resists +3% nature Max.HP +80.00 Disease- +20% Teleport- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Mag +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% lightning +3% nature +9% arcane ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +3% blight Melee Ret 8 blight On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Defense +1 (+1 eff.) Resists +6% acid Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +12% cold Melee Ret 8 light ----- def ----- Armour +2 Fatigue +1% Resists +3% cold ---------- misc Light +3 Infravis +2 A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +3 Defense +30 (+20 eff.) Fatigue +1% Resists +6% lightning +6% temporal +6% acid A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex +1 Con dps ---------- Res.pen +25% physical Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +2% physical ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 46.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+13 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 77.60 to 232.81 lightning damage (155.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+6 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 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 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. |
![]() 3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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: dps ---------- Crit.mult +5.00% Dmg.mod +6% lightning Melee Ret 6 physical ----- def ----- Armour +8 Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Apr +1 ----- def ----- Resists +9% acid +9% light +5% arcane ---------- misc Light +6 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +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. |
![]() 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. |
![]() 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 268 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 229 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 30. 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +6% fire +3% darkness +6% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (450 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Stormfather the Shalore Adventurer level 10
1st Time of Equilibrium 122nd year of Ascendancy at 16:28 see stats
By Stormfather the Shalore Adventurer level 10
71st Dusk 122nd year of Ascendancy at 17:00 see stats
By Stormfather the Shalore Adventurer level 15
59th Haze 122nd year of Ascendancy at 06:15 see stats
By Stormfather the Shalore Adventurer level 10
71st Dusk 122nd year of Ascendancy at 17:01 see stats
By Stormfather the Shalore Adventurer level 10
73rd Dusk 122nd year of Ascendancy at 08:45 see stats
By Stormfather the Shalore Adventurer level 14
38th Haze 122nd year of Ascendancy at 11:41 see stats
By Stormfather the Shalore Adventurer level 19
5th Decay 122nd year of Ascendancy at 17:04 see stats
Log
Talent Feather Wind is ready to use.
Talent Chant of Resistance is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Rune: Shielding is ready to use.
Stormfather activates Chant of Resistance.
Stormfather activates Feather Wind.
Talent Rune: Manasurge is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Phase Door is ready to use.
Talent Temporal Shield is ready to use.
Talent Shielding is ready to use.
Stormfather activates Shielding.
Talent Disruption Shield is ready to use.
Stormfather activates Disruption Shield.
Talent Grace of the Eternals is ready to use.
Talent Arcane Power is ready to use.
Stormfather activates Arcane Power.
Rested for 42 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You carry too much--you are encumbered!
Drop some of your items.
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!