











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Doomelf |
Class | Rogue |
Level / Exp | 20 / 7% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 19 on the 66th Haze 122nd year of Ascendancy at 02:50 / 2Killed by Skeisnba the wretchling at level 20 on the 66th Haze 122nd year of Ascendancy at 08:32 |
Primary Stats
Strength | 13 (base 12) |
Dexterity | 44 (base 39) |
Constitution | 11 (base 10) |
Magic | 19 (base 10) |
Willpower | 26 (base 10) |
Cunning | 66 (base 48) |
Resources
Life | -124/521 |
Stamina | 57/197 |
Healing Factor | 1.0097162075846 |
Regeneration | 2.2718614670654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 44.698633710524 |
See Invisible | 47.698633710524 |
Stealth | -1.7763568394003E-15 |
Offense: Mainhand
Damage | 54 |
Accuracy | 44 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 37 |
Crit Chance | 28% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +27% |
Mind | +32% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +15% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 1 (57.155997060385%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 8 |
Spell Save | 15 |
Mental Save | 33 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 6%( 70%) |
Cold | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 49%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 11%( 70%) |
Darkness | + 6%( 70%) |
Fire | + 12%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 12% |
Stun Resistance | 49% |
Pinning Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -679 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1358 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 5 times. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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. | 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. 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 chunk of ghoul flesh. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. | 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 within | active |
Equipment
On feet | ![]() Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+0 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 53% (based on Cunning) Activation costs 40 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() Ivusenor (49/49, 20-23 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 49 (-) On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to knock the target back 3 spaces and deal 154 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 88 physical damage Travel speed: +200% (-) Damage (Ranged): +13(-) physical Damage (radius 2) on crit: +12(-) blight / +8(-) temporal When wielded/worn: Ammo reloads per turn: +2 (-) Shots are used with slings to pummel your foes to death. |
Light source | ![]() Cloudnail Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Wil Changes resistances: +6%(-) acid / +9%(-) lightning Blindness immunity: +20% (-) Maximum life: +42.00 (-) Light radius: +3 (-) See invisible: +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 | ![]() Vilerebel the linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Damage when hit (Melee): 6(-) nature Changes resistances: +6%(-) darkness / +11%(-) mind / +3%(-) light Changes damage: +11%(-) mind / +3%(-) nature Light radius: +3 (-) A pointy cloth hat, very wizardly... |
On hands | ![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() Manuromihek the Earthpunish (dig speed 40 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) mind / 2(-) nature Changes stats: +1(-) Str Changes resistances: +17%(-) nature Changes damage: +9%(-) nature Equilibrium when hit: +0.12 (-) Psi when hit: +0.08 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() copper ring 'Nisalar' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6(-) mind Changes stats: +3(-) Cun / +3(-) Mag Changes resistances penetration: +15%(-) acid Changes damage: +21%(-) mind Spellpower: +6 (+3 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Flarestrider the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 0(-6) mind / 4 fire Changes stats: +1 Str / +1 Dex / +0(-3) Mag / +1 Wil / +3(-) Cun Changes resistances: +6% fire Changes resistances penetration: +0%(-15%) acid Changes damage: +0%(-21%) mind / +9% fire Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Infravision radius: +1 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Emeloriawyn Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2(-) blight Changes stats: +2(-) Wil Changes resistances: +25%(-) lightning / +6%(-) blight Changes resistances penetration: +10%(-) blight Mental save: +8 (+4 eff.) (-) Confusion immunity: +12% (-) Stun/Freeze immunity: +49% (-) Mindpower: +7 (+3 eff.) (-) Amulets make your neck look great! |
In main hand | ![]() steel dagger 'Ce'Nylle' (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +7(-) fire When wielded/worn: Changes stats: +1(-) Dex / +3(-) Mag / +3(-) Wil / +2(-) Cun Critical mult.: +5.00% (-) Spellpower: +11 (+6 eff.) (-) Infravision radius: +1 (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | ![]() Brandstreak Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) temporal / +6%(-) cold / +6%(-) fire Changes damage: +9%(-) fire Disease immunity: +10% (-) Silence immunity: +20% (-) Life regen: +2.00 (-) Maximum life: +60.00 (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A belt that goes around your waist. |
In off hand | ![]() Serpent's Glare (7-8 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-5.5 - -8.5) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+9) Crit. chance: +7.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire Damage conversion: 30% poison When wielded/worn: Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Changes resistances: +10% nature Changes damage: +10% nature Critical mult.: +0.00% (-5.00%) Poison immunity: +50% Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Infravision radius: +0 (-1) It can be used to activate talent Spit Poison (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 187.81 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
Cloak | ![]() linen cloak 'Ebonyquencher' (16 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +16 (+5 eff.) (-) Changes stats: +3(-) Wil Changes resistances: +9%(-) acid Changes resistances penetration: +10%(-) darkness Reduces incoming crit damage: 10.00% (-) Mental save: +6 (+3 eff.) (-) Maximum life: +80.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +2(-) Dex Changes resistances: +15%(-) lightning Poison immunity: +50% (-) Pinning immunity: +50% (-) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 20 power out of 50/50) : Effective talent level: 2.0 Power cost: 20 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.61 to 136.83 lightning damage (91.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() This item will automatically be transmogrified when you leave the level. Sleetwinnow (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(+7.5 - +7.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-2) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Armour: +5 Armour Hardiness: +5% Damage when hit (Melee): 6 arcane Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Changes resistances: +12% cold Changes resistances penetration: +10% lightning / +10% arcane Changes damage: +20% lightning / +6% cold / +3% arcane Talent granted: +1 Command Staff Critical mult.: +0.00% (-5.00%) Physical save: +5 (+5 eff.) Spellpower: +9 (+5 eff.) (-2 (-1 eff.)) Spell crit. chance: +3% Infravision radius: +0 (-1) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. stormbringer's dwarven-steel battleaxe of shearing (30-46 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8(+18.0 - +29.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-4) Crit. chance: +6.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire Damage (radius 2) on crit: +14 lightning / +17 cold When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Changes resistances penetration: +13% lightning / +10% cold / +9% all Critical mult.: +0.00% (-5.00%) Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +0 (-1) Movement speed: +29% Massive two-handed battleaxes. |
![]() steel mace 'Bilereign' (20-27 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3(+7.0 - +11.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-3) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +5 nature Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-1) Dex / +0(-3) Mag / +6(+3) Wil / +0(-2) Cun / +6 Con Changes resistances: +6% nature Changes resistances penetration: +10% temporal Critical mult.: +0.00% (-5.00%) Maximum life: +12.00 Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +0 (-1) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. steel mace of massacre (18-26 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 18.5 - 25.9(+6.0 - +9.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-3) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Critical mult.: +0.00% (-5.00%) Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +0 (-1) Blunt and deadly. |
![]() This item will automatically be transmogrified when you leave the level. balanced steel waraxe (12-16 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1(-1.0 - -0.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-3) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +8 (+3 eff.) Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Critical mult.: +0.00% (-5.00%) Disarm immunity: +28% Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +0 (-1) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. Ce'Ninne the Kindleradiance (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5(+10.0 - +15.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-2) Crit. chance: +4.5% (-0.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 26% Changes stats: +0(-1) Dex / +0(-3) Mag / +7(+4) Wil / +0(-2) Cun / +7 Con Changes damage: +15% light Critical mult.: +0.00% (-5.00%) Disarm immunity: +26% Maximum life: +30.00 Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Infravision radius: +0 (-1) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. honing thorny mindstar of gales (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4(-4.0 - -6.9) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+18) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +0(-1) Dex / +0(-3) Mag / +2(-1) Wil / +2(-) Cun Changes resistances: +5% physical Changes resistances penetration: +4% physical Changes damage: +9% lightning / +12% physical / +7% cold Talent granted: +1 Attune Mindstar Critical mult.: +0.00% (-5.00%) Pinning immunity: +20% Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +0 (-1) 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. thorny mindstar of balance (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2(-5.0 - -8.0) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+18) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +0(-7) fire When wielded/worn: Changes stats: +0(-1) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun Talent granted: +1 Attune Mindstar Critical mult.: +0.00% (-5.00%) Physical save: +6 (+6 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.10 Spellpower: +0 (+0 eff.) (-11 (-6 eff.)) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +0 (-1) 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. shocking steel shield of lightning resistance (+17%) (0 def, 4 armour, 42 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-15) Crit. chance: +0.0% (-7.0%) Attack speed: inf% (inf%) Damage conversion: 0%(-30%) poison Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 3 lightning Changes resistances: +17% lightning / +0%(-10%) nature Changes damage: +0%(-10%) nature Talent granted: +1 Block Poison immunity: +0% (-50%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Handheld deflection devices. |
![]() This item will automatically be transmogrified when you leave the level. dreamer's cashmere robe of corrosion (+24%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-16 (-5 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +24% acid / +12% darkness / +0%(-15%) lightning / +13% mind / +11% all Changes damage: +16% acid Physical save: +12 (+12 eff.) Spell save: +14 (+9 eff.) Mental save: +23 (+10 eff.) Poison immunity: +0% (-50%) Pinning immunity: +0% (-50%) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Balufang (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) (-13 (-4 eff.)) Fatigue: +6% (+4%) Changes stats: +0(-2) Dex / +4 Mag / +3 Wil / +1(-2) Cun Changes resistances: +11% blight / +11% nature / +0%(-15%) lightning Mental save: +6 (+3 eff.) Poison immunity: +0% (-50%) Pinning immunity: +0% (-50%) Mental crit. chance: +2% See invisible: +6 A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) (-14 (-4 eff.)) Fatigue: +12% (+10%) Changes stats: +2 Str / +0(-2) Dex / +0(-3) Cun / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +0%(-15%) lightning Talent mastery: +0.10 Technique / Bloodthirst Poison immunity: +0% (-50%) Pinning immunity: +0% (-50%) Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) (-13 (-4 eff.)) Fatigue: +12% (+10%) Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +0%(-15%) lightning / +17% cold Poison immunity: +0% (-50%) Pinning immunity: +0% (-50%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. Bethayama the Tempestmarrow Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +7 Lck Changes resistances: +6% lightning / +0%(-6%) temporal / +6% blight / +0%(-6%) fire / +0%(-6%) cold Changes resistances penetration: +20% fire Changes damage: +18% lightning / +0%(-9%) fire Trap disarming bonus: +9 Stealth bonus: +8 Disease immunity: +0% (-10%) Silence immunity: +0% (-20%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-60.00) Infravision radius: +3 Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A belt that goes around your waist. |
![]() Armustir the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +1 (+0 eff.) (-15 (-5 eff.)) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +2 Mag / +2(-1) Wil / +1 Cun Changes resistances: +0%(-9%) acid Changes resistances penetration: +0%(-10%) darkness / +15% physical Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +9 (+4 eff.) (+3 (+1 eff.)) Maximum life: +0.00 (-80.00) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Elunn the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (+0 eff.)) Fatigue: -5% (-7%) Changes stats: +2 Mag / +1 Wil / +0(-3) Cun Talent mastery: +0.00(-0.20) Cunning / Survival Critical mult.: +5.00% Maximum encumbrance: +22 Physical save: +6 (+6 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +2% A pair of boots made of leather. |
![]() rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature Changes damage: +4% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. Radhilen the hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +9% temporal / +5% arcane / +0%(-10%) nature Changes damage: +0%(-5%) nature / +5% temporal Talent mastery: +0.00(-0.20) Wild-gift / Slime Physical save: +6 (+6 eff.) Poison immunity: +0% (-20%) Disarm immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves of dexterity (+4) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Effects when hit in melee: * 23 arcane resource burn Changes stats: +4 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Spell save: +9 (+7 eff.) Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. Yvidhevena (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Str / +4 Dex / +1(-3) Wil / +4(-) Cun Changes resistances: +6% blight / +30% cold / +0%(-10%) nature / +3% acid Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+8 eff.) Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
![]() This item will automatically be transmogrified when you leave the level. steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +6 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Physical save: +7 (+7 eff.) Mental save: +7 (+3 eff.) Poison immunity: +0% (-20%) Disarm immunity: +22% Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-1) Str / +0(-1) Wil Changes resistances: +0%(-6%) acid / +0%(-9%) lightning Blindness immunity: +0% (-20%) Maximum life: +0.00 (-42.00) Light radius: +3 (-) See invisible: +0 (-3) It can be used to activate talent Fearscape Shift (costing 20 power out of 25/25) : Effective talent level: 2.0 Power cost: 20 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 85.69 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 162 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Knives Out the Doomelf Rogue level 5
77th Pyre 122nd year of Ascendancy at 09:45 see stats
By Knives Out the Doomelf Rogue level 10
13rd Haze 122nd year of Ascendancy at 19:15 see stats
By Knives Out the Doomelf Rogue level 20
66th Haze 122nd year of Ascendancy at 06:31 see stats
By Knives Out the Doomelf Rogue level 15
41st Haze 122nd year of Ascendancy at 17:20 see stats
By Knives Out the Doomelf Rogue level 9
2nd Haze 122nd year of Ascendancy at 10:13 see stats
By Knives Out the Doomelf Rogue level 9
4th Mirth 122nd year of Ascendancy at 18:49 see stats
By Knives Out the Doomelf Rogue level 15
44th Haze 122nd year of Ascendancy at 11:48 see stats
By Knives Out the Doomelf Rogue level 19
66th Haze 122nd year of Ascendancy at 02:50 see stats
Log
Skeisnba the wretchling hits Knives Out for (41 reacted , -4 stam), 140 physical, (26 reacted , -4 stam), 90 physical, 8 blight, 8 temporal (245 total damage).
Knives Out is not dazed anymore.
Skeisnba the wretchling's acid area effect hits Knives Out for 15 acid damage.
Skeisnba the wretchling's acid area effect hits Skeisnba the wretchling for 5 acid damage.
Wretchling's acid area effect hits Knives Out for 18 acid damage.
Wretchling's acid area effect hits Skeisnba the wretchling for 6 acid damage.
LIFE LOST WARNING!
Acid Splash from Skeisnba the wretchling hits Knives Out for 10 acid damage.
Deep Wound from Skeisnba the wretchling hits Knives Out for 42 physical damage.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
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Keyboard input temporarily disabled.
Knives Out casts Rune: Shatter Afflictions.
Knives Out's deep wound closes.
Knives Out is free from the acid.
A shield forms around Knives Out.
Knives Out uses Infusion: Regeneration.
Knives Out starts regenerating health quickly.
Skeisnba the wretchling casts Soul Rot.
Skeisnba the wretchling's spell attains critical power!
Skeisnba the wretchling misses Knives Out.
Skeisnba the wretchling hits Knives Out for (61 absorbed), 0 blight (0 total damage).
Melee retaliation hits Skeisnba the wretchling for 2 blight, 5 fire, 10 nature, 11 mind (27 total damage).
Knives Out reacts to damage from Skeisnba the wretchling's Soul Rot, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Knives Out crumbles.
Skeisnba the wretchling's Soul Rot hits Knives Out for (39 reacted , -4 stam), (39 absorbed), 95 blight (95 total damage).
Knives Out the level 20 doomelf rogue was tainted to death by Skeisnba the wretchling on level 1 of Anteroom of Agony.