











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 26 / 59% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 26 on the 78th Regrowth 123rd year of Ascendancy at 13:10 / 1 |
Primary Stats
Strength | 34.577774904396 (base 56) |
Dexterity | 10 (base 10) |
Constitution | 18 (base 11) |
Magic | 17 (base 10) |
Willpower | 75 (base 53) |
Cunning | 22 (base 10) |
Resources
Life | -24/951 |
Steam | 100/100 |
Stamina | 338/338 |
Equilibrium | 80 |
Healing Factor | 1.3138297872341 |
Regeneration | 35.176248238655 |
Speed
Mental | +12.028637809583% |
Attack | +12.028637809583% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 50 |
Crit Chance | 49% |
APR | 38 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 17% |
Speed | 0.89262890235238 |
Offense: Damage Bonus
Acid | +39% |
Blight | +18% |
Physical | +25% |
Cold | +18% |
All | 0% |
Darkness | +18% |
Light | +10% |
Lightning | +18% |
Fire | +28% |
Nature | +25% |
Offense: Damage Penetration
Cold | +18% |
Lightning | +18% |
Acid | +18% |
Darkness | +48% |
Blight | +18% |
Physical | +38% |
Fire | +18% |
Nature | +43% |
Defense: Base
Armour (hardiness) | 34.63705613614 (38.536585365854%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 7.669446550417 |
Physical Save | 25 |
Spell Save | 29 |
Mental Save | 38 |
Defense: Resistances
Acid | + 65%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 57%( 70%) |
All | + 10%( 70%) |
Darkness | + 15%( 70%) |
Light | + 45%( 70%) |
Physical | + 16%( 70%) |
Lightning | + 63%( 70%) |
Fire | + 37%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Disarm Resistance | 29% |
Stun Resistance | 15% |
Blind Resistance | 9% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Willpower 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 61 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 Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 182% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Icy Skin |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target has 15 increased life regeneration. Recovery |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
detrimental effect | The target is infected by a disease, reducing its strength by 26 and doing 41.57 blight damage per turn. Weakness Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed hummerhorn wing. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. 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 green worm. * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +3% nature +7% physical Acc +5 (+2 eff.) Apr +2 ----- def ----- Armour +3 Defense +15 (+5 eff.) Resists +12% acid +5% arcane +9% lightning ---------- misc Size +1 A pair of boots made of leather. |
Light source | ![]() 1.0 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.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +6% lightning +6% cold +12% nature +5% arcane A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% darkness Acc +7 (+2 eff.) Melee Ret 2 darkness ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +3% cold +9% light Phys.save +7 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +29% 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. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +20% physical Acc +30 (+9 eff.) ---------- misc Equi/ret +0.12 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 237 Base Damage: 108 Armor: 6 All Resist: 2 Puts all charms on 25 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Spell.save +4 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +4 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil dps ---------- Phys.crit +11.0% Crit.mult +15.00% Res.pen +25% nature Melee Ret 8 blight ----- def ----- Resists +6% nature ---------- misc Vim/s.crit +2.00 One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T4 shield armor Reqs - Shield usage training Str 35 [Ego] Nature/Master When used to Attack: Power 43.5 - 52.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +134 While equipped: dps ---------- Melee+ 9 lightning Melee Ret 5 lightning ----- def ----- Armour +8 Fatigue +8% Resists +22% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Phys.crit +3.0% Spell.crit +6% Phys.pwr +3 (+1 eff.) Res.pen +15% darkness Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +6% acid +3% darkness +6% blight +7% fire +9% cold +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +1 Mag +4 Wil +9 Cun dps ---------- Phys.crit +13.0% Spell.crit +3% Apr +24 ----- def ----- Armour +8 Defense +35 (+11 eff.) Fatigue +8% Spell.save +3 (+2 eff.) Mind.save +17 (+6 eff.) ---------- misc Stam/turn +2.70 Mana/turn +0.16 Max.mana +40.00 Max.vim +10.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 152 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 62%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 389 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 58 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 Constitution 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 [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] 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 +2 Con Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +12 (+4 eff.) ----- def ----- Mind.save +10 (+4 eff.) Confus- +17% ---------- misc Masteries +0.24 Wild-gift/Cold drake aspect +0.24 Wild-gift/Fungus Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% nature Acc +4 (+1 eff.) ----- def ----- Resists +20% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -5% Resists +24% lightning ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +8 (+2 eff.) Resists +20% cold Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+3 eff.) Rings can have magical properties. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +36 fire While equipped: dps ---------- All.spd +5% Res.pen +10% fire Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Con dps ---------- Mind.crit +1% Phys.pwr +6 (+2 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +12% mind Res.pen +9% physical Acc +7 (+2 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +50% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 53% ----- def ----- Defense +10 (+3 eff.) Resists +3% blight Max.HP +32.00 ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +11% lightning +8% temporal +6% light +3% blight +18% acid ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Resists +6% fire +6% cold ---------- misc Max.enc +22 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% physical ----- def ----- Resists +6% light +6% darkness Crit.dmg- 5.00% Die.at -20.00 life A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Armour +4 Defense +38 (+12 eff.) Resists +10% light +16% fire Stealth +6 Die.at -20.00 life ---------- misc Light +2 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 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +17% temporal Def/telep +10 Res/telep +12% Dur/telep +14% 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 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +13% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +7 Mag +6 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +24% lightning +18% physical +12% mind +23% cold Res.pen +11% mind On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Resists +9% blight +22% cold +10% lightning +15% all Max.HP +76.00 HP.reg +4.00 Heal.mod +28% ---------- misc Psi/turn +0.48 Max.psi +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Dmg.mod +11% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +6% blight +9% all Max.HP +51.00 HP.reg +2.10 Heal.mod +10% ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +7% all Phys.save +16 (+8 eff.) Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +17% nature ----- def ----- Resists +13% blight +13% all Max.HP +68.00 HP.reg +2.30 Heal.mod +17% Poison- +26% Disease- +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue +2% Resists +2% physical Confus- +10% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% blight Res.pen +5% cold Melee Ret 6 mind 4 cold ----- def ----- Armour +1 Resists +9% blight 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. |
![]() 1.0 T2 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 6 cold Dmg.mod +4% cold Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +6 Resists +8% blight +7% cold +6% light Crit.dmg- 5.00% Phys.save +11 (+6 eff.) Spell.save +8 (+4 eff.) Poison- +20% Teleport- +10% ---------- misc Cooldown Double Strike -1 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. |
![]() 1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold 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. |
![]() 1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +13 Hardiness +10% Resists +8% physical 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. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +3% blight Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.01 to 126.02 lightning damage (84.01 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% blight +1% physical +3% fire Die.at -60.00 life ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% cold Res.pen +10% mind Acc +5 (+2 eff.) Melee Ret 10 mind ----- def ----- Defense +2 (+0 eff.) Resists +15% cold ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +15% nature Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +11 (+3 eff.) Fatigue +3% Resists +4% all Phys.save +10 (+5 eff.) A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +3% mind ----- def ----- Armour +5 Fatigue +5% Resists +3% temporal Die.at -80.00 life Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Dex dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Spell.save +3 (+2 eff.) ---------- misc Psi/turn +0.11 Infravis +1 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% light Res.pen +20% light ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% Res.pen +15% acid Melee Ret 6 acid 6 nature On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +8 Defense +32 (+10 eff.) Fatigue +8% Resists +23% lightning Max.HP +37.00 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+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: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Res.pen +25% physical ----- def ----- Armour +4 Defense +25 (+8 eff.) Resists +3% darkness +3% cold Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Master/Psionic While equipped: dps ---------- Res.pen +9% all Apr +8 ----- def ----- Mind.save +9 (+4 eff.) ---------- misc Light +5 See.Stealth +11 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 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. |
great pain suppressor salve [power 197] great pain suppressor salve [power 197]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -197 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Laon the Cornac Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 05:21 see stats
By Laon the Cornac Wyrmic level 21
9th Allure 123rd year of Ascendancy at 02:37 see stats
By Laon the Cornac Wyrmic level 18
74th Dusk 122nd year of Ascendancy at 11:15 see stats
By Laon the Cornac Wyrmic level 25
74th Regrowth 123rd year of Ascendancy at 21:55 see stats
By Laon the Cornac Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 05:19 see stats
By Laon the Cornac Wyrmic level 20
1st Haze 122nd year of Ascendancy at 19:35 see stats
By Laon the Cornac Wyrmic level 20
62nd Haze 122nd year of Ascendancy at 09:55 see stats
By Laon the Cornac Wyrmic level 20
54th Haze 122nd year of Ascendancy at 05:37 see stats
By Laon the Cornac Wyrmic level 10
1st Flare 122nd year of Ascendancy at 14:59 see stats
By Laon the Cornac Wyrmic level 20
56th Haze 122nd year of Ascendancy at 08:27 see stats
By Laon the Cornac Wyrmic level 15
48th Dusk 122nd year of Ascendancy at 00:18 see stats
By Laon the Cornac Wyrmic level 20
55th Haze 122nd year of Ascendancy at 13:20 see stats
By Laon the Cornac Wyrmic level 19
76th Dusk 122nd year of Ascendancy at 09:25 see stats
Log
Laon stops regenerating health quickly.
Weakness Disease from Elven cultist hits Laon for 33 blight damage.
Elven cultist's storm dissipates.
Something performs a melee critical strike against Laon!
Laon is recovering from the damage!
Something hits Laon for 344 physical damage.
Something misses Laon.
Elven cultist's Soul Rot hits Laon for 419 blight damage.
Laon uses Lightning Speed.
Laon turns into pure lightning!.
Laon misses Something.
Laon is back to normal.
Talent Infusion: Movement is ready to use.
Weakness Disease from Elven cultist hits Laon for 33 blight damage.
Elven warrior misses Laon.
Mean looking elven guard hits Laon for 83 physical damage.
Melee retaliation hits Mean looking elven guard for 6 lightning, 2 darkness, 14 blight, 32 cold (55 total damage).
Laon uses Nature's Touch.
Laon gains 4% of a turn from Ancestral Life.
Laon receives 254 healing.
Laon is not affected anymore by the salve.
Weakness Disease from Elven cultist hits Laon for 26 blight damage.
Elven cultist casts Drain.
Elven cultist hits Laon for 126 blight damage.
Laon the level 26 cornac wyrmic was diseased to death by an elven cultist on level 4 of Dark crypt.
Laon is free from the weakness disease.
Laon has finished recovering.
Laon deactivates Icy Skin.