Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Instant Level 13 1.5.9 Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Cat Point Cap Boost 1.5.5 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Hulk! 1.4.8 Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Ashes of Urh'Rok 1.5.0Official 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Protos race 0.2 1.3.5Protos race. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! No more creaky door 1.2.5Got rid of the most anoying door creaks. Additional Randart Properties 1.5.5 Improved Staff of Awakening 1.4.9Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Forbidden Cults 1.5.9Official 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.
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Allow Respec Anywhere 1.2.3Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Galvanic Alchemancer 1.5.9Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Improved Stores - fix 1.5.5Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. This is a tweak to Improved Stores by Razakai ( https://te4.org/games/addons/tome/improvedstores ) to make it minimally invasive. It should be compatible with just about anything that modifies Last Hope or stores. Embers of Rage 1.5.0Official 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Items Vault 1.5.0Donators/Buyers bonus! Bladebender 1.5.6 Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Shadow Race 1.0.1"Shadows are magical creatures created by spellcasters to be used as tools to help them achieve their goals. Astromancer Class 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Harbinger 1.5.5 Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Hulk |
Class | Adventurer |
Level / Exp | 13 / 30% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 1011 (base 12) |
Dexterity | 1013 (base 12) |
Constitution | 1030 (base 24) |
Magic | 1041 (base 39) |
Willpower | 1038 (base 36) |
Cunning | 1011 (base 12) |
Resources
Life | 158665/158665 |
Mana | 4507/4507 |
Stamina | 2222/2222 |
Steam | 100/100 |
Healing Factor | 2.5 |
Regeneration | 25029.747068335 |
Speed
Mental | +5.9699851091488% |
Attack | -10% |
Movement | -35% |
Spell | +15.969985109149% |
Global | +200% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 1046 |
Accuracy | 251 |
Crit Chance | 761% |
APR | 10 |
Speed | 0.94 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 285 |
Crit Chance | 100% |
Speed | 0.8622920827823 |
Offense: Mind
Mindpower | 202 |
Crit Chance | 100% |
Speed | 1.1111111111111 |
Offense: Damage Bonus
Darkness | +9% |
Fire | +25% |
Blight | +16% |
Nature | +6% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 9 (100%) |
Defense | 215 |
Ranged Defense | 216 |
Fatigue | 0 |
Physical Save | 221 |
Spell Save | 224 |
Mental Save | 198 |
Defense: Resistances
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | + 70%( 70%) |
All | + 60%( 70%) |
Darkness | + 64%( 70%) |
Light | + 66%( 70%) |
Temporal | +100%(100%) |
Lightning | + 68%( 70%) |
Fire | + 62%( 70%) |
Nature | + 50%( 50%) |
Defense: Immunities
Disarm Resistance | 100% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (2/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Arcane Expertimentation | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Mage adept | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Sorcerous might | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phasing | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Battle channeling | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Battlemage | 1.30 |
| 30/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Cunning / Tactical | 1.80 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Magical assault | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Mana Flare | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Magical Fundamentals | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Generic Talents
Cunning / Voidwalker | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mage warden | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 30/5 |
| 30/5 |
| 30/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Wild-gift / Harmony | 2.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Medic | 1.30 |
| 5/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Technique / Weapons Master | 1.30 |
| 14/5 |
| 10/5 |
| 6/5 |
| 2/5 |
Spell / Staff magic | 1.30 |
| 14/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
talent | Eldritch Combat |
talent | Shadow Combat |
talent | Fiddling With Chance |
talent | Practicing With Wards |
talent | Empowered Arms |
talent | Shadow Feed |
talent | Arcane Power |
talent | Eldritch Aura |
talent | Experimental Safeguards |
talent | Aetherfeast |
talent | Messing With Time |
detrimental effect | The target is channeling a battle rite, slowing movement by 50%. Channeling Focus |
beneficial effect | The target is surrounded by a magical shield, absorbing 1124/1124 damage before it crumbles. Damage Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' | 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 | done |
Equipment
On feet | pair of iron boots 'Smearshear' (0 def, 3 armour) pair of iron boots 'Smearshear' (0 def, 3 armour)Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Con Changes resistances: +5% fire / +6% cold Changes damage: +6% nature Physical save: +12 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Isara the iron gauntlets (0 def, 1 armour) Isara the iron gauntlets (0 def, 1 armour)Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +1 Changes resistances: +3% lightning / +6% nature / +1% all Physical save: +5 (+1 eff.) Mental save: +5 (+0 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 0% Str, 61% Dex, 80% Mag, 40% Cun Damage type: Physical Acc+ +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 20% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
On head | iron helm of sanctity (0 def, 3 armour) iron helm of sanctity (0 def, 3 armour)Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% blight / +6% darkness Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Light source | brass lantern 'Murksun' brass lantern 'Murksun'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% blight Changes damage: +12% blight / +9% darkness Physical save: +6 (+1 eff.) Light radius: +2 Healing mod.: +11% 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. |
In off hand | crackling dwarven-steel shield of radiance (8 def, 2 armour, 29-34.8 power, 82.5 block) crackling dwarven-steel shield of radiance (8 def, 2 armour, 29-34.8 power, 82.5 block)Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stats: 100% Mag, 76% Str Damage type: Physical Mastery: Arcane Guardian Acc+ +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Damage (Melee): +12 light / +13 lightning When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to blind * 13% chance to daze at end of turn Changes stats: +2 Dex / +3 Mag / +4 Con Changes resistances: +13% light / +15% lightning Talent granted: +3 Block Handheld deflection devices. |
Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | cruel elven-wood magestaff of illumination (25-30 power, 5 apr, fire element) cruel elven-wood magestaff of illumination (25-30 power, 5 apr, fire element)Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Fire Mastery: Eldritch Body Acc+ +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +9 (+1 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 415.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 6; power 215; turns 5; dispels darkness) sun infusion of the psychic (rad 6; power 215; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 108). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 215) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 117%; cure mental, physical) wild infusion of the titan (resist 117%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 117% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (4652% regen over 10 turns; 233 instant mana) manasurge rune of the duelist (4652% regen over 10 turns; 233 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4652% for 10 turns and instantly restoring 233 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (4943% regen over 10 turns; 247 instant mana) manasurge rune of the sneak (4943% regen over 10 turns; 247 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 4943% for 10 turns and instantly restoring 247 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
plaguebringer's stralite dagger of evisceration (31-40.3 power, 9 apr) plaguebringer's stralite dagger of evisceration (31-40.3 power, 9 apr)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 68% Dex, 90% Mag, 0% Str Damage type: Physical Mastery: Eldritch Body Acc+ +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 14% chance to disease On weapon crit: * wounds the target for 7 turns: 50 bleeding, 100% reduced healing Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +8.0% Physical power: +4 (+1 eff.) Disease immunity: +10% Sharp, short and deadly. |
thunderous stralite dagger (27-35.1 power, 9 apr) thunderous stralite dagger (27-35.1 power, 9 apr)Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 68% Dex, 90% Mag, 0% Str Damage type: Physical Mastery: Eldritch Body Acc+ +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 9% chance to daze at end of turn When wielded/worn: Changes stats: +3 Str / +2 Dex / +3 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
elemental iron longsword (12.5-17.5 power, 2 apr) elemental iron longsword (12.5-17.5 power, 2 apr)Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 100% Mag, 76% Str Damage type: Physical Mastery: Eldritch Body Acc+ +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Sharp, long, and deadly. |
Arytar the Blindward (14-18.2 power, 6 apr) Arytar the Blindward (14-18.2 power, 6 apr)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / ritual blade ; tier 2 Base power: 14.0 - 18.2 Uses stats: 90% Mag, 34% Dex Damage type: Physical Acc+ +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 12% darkness / 11% fire When wielded/worn: Changes resistances: +3% light Changes damage: +10% darkness / +9% fire / +3% light / +12% temporal Spell crit. chance: +4% Light radius: -1 Infravision radius: +1 Sharp, short and deadly. |
Golle (10-12 power, 2 apr, light element) Golle (10-12 power, 2 apr, light element)Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Light Mastery: Eldritch Body Acc+ +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 5% chance to blind Changes stats: +2 Wil Changes resistances: +3% fire / +6% darkness / +3% arcane Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 306.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
Arrows of Manalocking (20/20, 15-21 power, 5 apr) Arrows of Manalocking (20/20, 15-21 power, 5 apr)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 91% Dex, 120% Mag, 0% Str Damage type: Physical Acc+ +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
high-capacity quiver of elven-wood arrows of annihilation (52/53, 51-71.4 power, 23 apr) high-capacity quiver of elven-wood arrows of annihilation (52/53, 51-71.4 power, 23 apr)Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 51.0 - 71.4 Uses stats: 91% Dex, 120% Mag, 0% Str Damage type: Physical Acc+ +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +14.5% Capacity: 53 Travel speed: +200% When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
66 alchemist agate 66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorSteamtech0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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, costing 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nniern the Hulk Adventurer level 13
63rd Dusk 122nd year of Ascendancy at 05:37 see stats
By Nniern the Hulk Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Nniern the Hulk Adventurer level 13
74th Pyre 122nd year of Ascendancy at 13:23 see stats
By Nniern the Hulk Adventurer level 13
74th Pyre 122nd year of Ascendancy at 13:23 see stats
By Nniern the Hulk Adventurer level 13
74th Pyre 122nd year of Ascendancy at 11:55 see stats
By Nniern the Hulk Adventurer level 13
77th Pyre 122nd year of Ascendancy at 04:18 see stats
By Nniern the Hulk Adventurer level 13
74th Pyre 122nd year of Ascendancy at 13:23 see stats
Log
New shimmer option unlocked: dwarven-steel shield
Nniern wears: crackling dwarven-steel shield of radiance (8 def, 2 armour, 29-34.8 power, 82.5 block).
Nniern deactivates Eldritch Combat.
Nniern activates Eldritch Combat.
Nniern wears: Tooth of the Mouth (dig speed 12 turns).
The shield around Nniern crumbles.
A shield forms around Nniern.
Talent Block is ready to use.
Nniern activates Shadow Feed.
Talent Dig is ready to use.
Nniern activates Empowered Arms.
Nniern deactivates Experimental Safeguards.
Nniern deactivates Empowered Arms.
Nniern deactivates Eldritch Aura.
Nniern deactivates Fiddling With Chance.
Nniern deactivates Practicing With Wards.
Nniern deactivates Aetherfeast.
Nniern is no longer channeling, regaining movement speed.
Nniern deactivates Messing With Time.
Nniern deactivates Shadow Combat.
The shield around Nniern crumbles.
Nniern deactivates Arcane Power.
Nniern deactivates Eldritch Combat.
Nniern deactivates Shadow Feed.