Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! 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.
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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 6% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 11 on the 20th Profit 122nd year of Ascendancy at 23:14 1 / 6Killed by elven cultist at level 28 on the 35th Steel 123rd year of Ascendancy at 16:26 Killed by overpowered greater multi-hued wyrm at level 36 on the 4th Profit 123rd year of Ascendancy at 15:35 Killed by Muhan the dúathedlen at level 48 on the 27th Loss 123rd year of Ascendancy at 14:40 Killed by Argoniel at level 49 on the 30th Loss 123rd year of Ascendancy at 17:23 Killed by Elandar at level 50 on the 30th Loss 123rd year of Ascendancy at 20:41 |
Primary Stats
Strength | 123 (base 60) |
Dexterity | 68 (base 60) |
Constitution | 107 (base 60) |
Magic | 38 (base 13) |
Willpower | 38 (base 29) |
Cunning | 26 (base 10) |
Resources
Mana | 399/399 |
Equilibrium | 20 |
Life | 2052/2052 |
Positive | 184/197 |
Stamina | 307/307 |
Healing Factor | 1.7752707581229 |
Regeneration | 33.184930285812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +141.25% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 40.606190251377 |
See Invisible | 40.606190251377 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 186 |
Accuracy | 57 |
Crit Chance | 9% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Physical | +51% |
Mind | +18% |
All | +15% |
Darkness | +33% |
Temporal | +28% |
Arcane | +30% |
Fire | +27% |
Nature | +24% |
Offense: Damage Penetration
Acid | +26% |
Lightning | +51% |
Light | +36% |
Darkness | +41% |
Blight | +26% |
Physical | +37% |
Fire | +41% |
All | +21% |
Defense: Base
Armour (hardiness) | 138.0963690086 (100%) |
Defense | 49 |
Ranged Defense | 53 |
Fatigue | 42 |
Physical Save | 80 |
Spell Save | 72 |
Mental Save | 60 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 49%( 70%) |
All | + 15%( 70%) |
Mind | + 53%( 70%) |
Lightning | + 41%( 70%) |
Light | + 28%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 55%( 70%) |
Darkness | + 67%( 70%) |
Fire | + 62%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 92% |
Confusion Resistance | 100% |
Disarm Resistance | 40% |
Silence Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 magical effect and reduce all damage taken by 38% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 893 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 337 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -1043 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Premonition |
talent | Shield Wall |
talent | Elemental Harmony |
beneficial effect | Reduces darkness damage received by 14%. Premonition Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases global speed by 41%. Elemental Harmony |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 893. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Nimbuspunish NimbuspunishInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Damage when hit (Melee): 12 lightning Changes stats: +3 Con Changes resistances: +9% blight Changes resistances penetration: +20% lightning / +20% fire / +11% all Changes damage: +12% fire Life regen: +6.20 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | The Taurus Helm (0 def, 5 armour) The Taurus Helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 9 physical Changes stats: +5 Str / +5 Dex / +5 Cun / +9 Con Changes resistances: +25% mind / +12% darkness Changes resistances penetration: +10% lightning / +5% acid Changes damage: +18% acid Mental save: +29 (+7 eff.) Confusion immunity: +50% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1558.3 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Giant Leap Physical save: -30 (-7 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-10 eff.) You have set the ring to grant you Giant Leap! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | Issigar the steel amulet Issigar the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +3 Str / +2 Mag / +2 Con Changes resistances: +3% acid Changes resistances penetration: +10% physical Talent mastery: +0.10 Technique / Combat veteran Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
In main hand | stralite mace 'Blazewinnow' (45-63 power, 5 apr) stralite mace 'Blazewinnow' (45-63 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +7 Effects on melee hit: * 30% chance to blind Changes stats: +1 Wil Changes resistances penetration: +15% light / +6% physical Changes damage: +3% arcane / +8% physical Spell save: +10 (+2 eff.) Blunt and deadly. This object's appearance was changed to Tirakai's Maul. |
Around waist | Superiority SuperiorityInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +14 (+3 eff.) Changes stats: +6 Str / +5 Mag / +6 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes damage: +12% arcane Reduced damage from: +45% Summoned Physical save: +13 (+3 eff.) Life regen: +2.90 Only die when reaching: -40.00 life Healing mod.: +25% Size category: +1 A belt that goes around your waist. |
In off hand | Singularitus (12 def, 17 armour, 67.5-81 power, 187 block) Singularitus (12 def, 17 armour, 67.5-81 power, 187 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +187 On weapon hit: * 32% chance to daze at end of turn * deal bonus physical damage equal to your armor Damage (Melee): +24 nature Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning / 16 acid Changes resistances: +14% physical / +15% darkness / +5% arcane / +20% mind / +15% light Changes damage: +9% nature Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cloak | Emudhenor (16 def, 9 armour) Emudhenor (16 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Changes resistances: +6% lightning / +3% physical / +20% darkness Changes resistances penetration: +20% darkness / +5% blight Changes damage: +18% darkness Stealth bonus: +25 Physical save: +20 (+4 eff.) Spell save: +37 (+9 eff.) Mental save: +34 (+8 eff.) Silence immunity: +5% Spell crit. chance: +4% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Blindbile' (9 def, 22 armour) voratun plate armour 'Blindbile' (9 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 temporal Changes stats: +6 Str / +6 Con Changes resistances: +27% acid / +15% physical / +30% cold / +15% lightning / +45% fire Changes damage: +3% mind / +3% temporal Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Disarm immunity: +40% Stun/Freeze immunity: +35% Knockback immunity: +40% Mindpower: +14 (+5 eff.) Mental crit. chance: +3% A suit of armour made of metal plates. This object's appearance was changed to Firewalker. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. starseer's voratun amulet of soulsearingstarseer's voratun amulet of soulsearing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% temporal / +8% light / +13% blight / +13% fire / +8% physical / +8% darkness Critical mult.: +20.00% Spellpower: +21 (+9 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element)cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 58.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic orichalcum trident of daylight (54-86.4 power, 16 apr)acidic orichalcum trident of daylight (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +21 light / +28 acid Damage against: +42% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. arcing orichalcum trident of phasing (56-89.6 power, 37 apr)arcing orichalcum trident of phasing (56-89.6 power, 37 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 56.0 - 89.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +37 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +58% Damage (Melee): +28 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. arcing orichalcum trident of rage (51-81.6 power, 16 apr)arcing orichalcum trident of rage (51-81.6 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning When wielded/worn: Accuracy: +21 (+6 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. chilling orichalcum trident (54-86.4 power, 16 apr)chilling orichalcum trident (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +30 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. flaming orichalcum trident of ruin (55-88 power, 16 apr)flaming orichalcum trident of ruin (55-88 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Critical mult.: +28.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. hateful orichalcum trident of erosion (54-86.4 power, 16 apr)hateful orichalcum trident of erosion (54-86.4 power, 16 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +27 temporal / +24 darkness / +19 nature Damage against: +28% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. insidious orichalcum trident of erosion (53.5-85.6 power, 16 apr)insidious orichalcum trident of erosion (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +84 insidious poison / +27 temporal / +28 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of erosion (54-86.4 power, 16 apr)orichalcum trident of erosion (54-86.4 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +21 nature / +28 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of tirelessness (0 def, 5 armour)scholar's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Stamina each turn: +1.30 Maximum stamina: +40.00 Spellpower: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mirerock (0 def, 9 armour) Mirerock (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 7 physical Changes stats: +3 Cun Changes resistances: +6% nature Changes damage: +8% physical Life regen: +4.80 Stamina each turn: +1.50 Psi each turn: +0.10 Mana when firing critical spell: +3.00 Maximum stamina: +24.00 Spell crit. chance: +4% See invisible: +9 Metal gloves protecting the hands up to the middle of the lower arm. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Laertifyin the Dwarf Bulwark level 27
34th Steel 123rd year of Ascendancy at 00:21 see stats
By Laertifyin the Dwarf Bulwark level 40
10th Wealth 123rd year of Ascendancy at 07:44 see stats
By Laertifyin the Dwarf Bulwark level 27
32nd Steel 123rd year of Ascendancy at 07:19 see stats
By Laertifyin the Dwarf Bulwark level 35
24th Voratun 123rd year of Ascendancy at 20:07 see stats
By Laertifyin the Dwarf Bulwark level 36
4th Profit 123rd year of Ascendancy at 15:29 see stats
By Laertifyin the Dwarf Bulwark level 38
1st Wealth 123rd year of Ascendancy at 18:55 see stats
By Laertifyin the Dwarf Bulwark level 33
20th Voratun 123rd year of Ascendancy at 17:16 see stats
By Laertifyin the Dwarf Bulwark level 7
29th Voratun 122nd year of Ascendancy at 01:31 see stats
By Laertifyin the Dwarf Bulwark level 32
11st Voratun 123rd year of Ascendancy at 20:48 see stats
By Laertifyin the Dwarf Bulwark level 22
13rd Steel 123rd year of Ascendancy at 04:33 see stats
By Laertifyin the Dwarf Bulwark level 16
26th Loss 122nd year of Ascendancy at 16:31 see stats
By Laertifyin the Dwarf Bulwark level 17
30th Loss 122nd year of Ascendancy at 21:24 see stats
By Laertifyin the Dwarf Bulwark level 47
19th Loss 123rd year of Ascendancy at 12:11 see stats
By Laertifyin the Dwarf Bulwark level 46
4th Loss 123rd year of Ascendancy at 20:39 see stats
By Laertifyin the Dwarf Bulwark level 22
23rd Iron 123rd year of Ascendancy at 19:38 see stats
By Laertifyin the Dwarf Bulwark level 31
19th Gold 123rd year of Ascendancy at 06:32 see stats
By Laertifyin the Dwarf Bulwark level 10
6th Profit 122nd year of Ascendancy at 23:27 see stats
By Laertifyin the Dwarf Bulwark level 20
21st Shortage 122nd year of Ascendancy at 20:41 see stats
By Laertifyin the Dwarf Bulwark level 30
12nd Gold 123rd year of Ascendancy at 18:35 see stats
By Laertifyin the Dwarf Bulwark level 40
10th Wealth 123rd year of Ascendancy at 01:51 see stats
By Laertifyin the Dwarf Bulwark level 50
30th Loss 123rd year of Ascendancy at 20:21 see stats
By Laertifyin the Dwarf Bulwark level 45
34th Dearth 123rd year of Ascendancy at 01:51 see stats
By Laertifyin the Dwarf Bulwark level 46
9th Loss 123rd year of Ascendancy at 13:47 see stats
By Laertifyin the Dwarf Bulwark level 13
42nd Profit 122nd year of Ascendancy at 10:07 see stats
By Laertifyin the Dwarf Bulwark level 42
20th Dearth 123rd year of Ascendancy at 22:00 see stats
By Laertifyin the Dwarf Bulwark level 38
6th Wealth 123rd year of Ascendancy at 13:02 see stats
By Laertifyin the Dwarf Bulwark level 33
12nd Voratun 123rd year of Ascendancy at 13:40 see stats
By Laertifyin the Dwarf Bulwark level 5
20th Voratun 122nd year of Ascendancy at 04:24 see stats
By Laertifyin the Dwarf Bulwark level 36
4th Profit 123rd year of Ascendancy at 15:33 see stats
By Laertifyin the Dwarf Bulwark level 8
1st Profit 122nd year of Ascendancy at 16:07 see stats
By Laertifyin the Dwarf Bulwark level 45
35th Dearth 123rd year of Ascendancy at 18:05 see stats
By Laertifyin the Dwarf Bulwark level 31
34th Stralite 123rd year of Ascendancy at 17:08 see stats
By Laertifyin the Dwarf Bulwark level 43
24th Dearth 123rd year of Ascendancy at 22:02 see stats
By Laertifyin the Dwarf Bulwark level 12
28th Profit 122nd year of Ascendancy at 06:39 see stats
By Laertifyin the Dwarf Bulwark level 16
26th Loss 122nd year of Ascendancy at 15:32 see stats
By Laertifyin the Dwarf Bulwark level 36
23rd Profit 123rd year of Ascendancy at 21:02 see stats
By Laertifyin the Dwarf Bulwark level 31
33rd Stralite 123rd year of Ascendancy at 21:05 see stats
By Laertifyin the Dwarf Bulwark level 28
35th Steel 123rd year of Ascendancy at 08:28 see stats
By Laertifyin the Dwarf Bulwark level 19
2nd Shortage 122nd year of Ascendancy at 18:15 see stats
By Laertifyin the Dwarf Bulwark level 26
31st Steel 123rd year of Ascendancy at 11:47 see stats
Log
Ghoul stops bleeding.
Ghoulking slows down.
Bleeding from Laertifyin hits Ghoulking for 8 physical damage.
Elandar uses Infusion: Movement.
Elandar is moving freely.
Elandar is moving at extreme speed!
Burning from Elandar hits Xaren for 54 fire damage.
Elandar slows down.
Talent Block is ready to use.
Elandar hits The One That Hunts for 0 arcane damage.
Burning from Elandar hits Laertifyin for 47 fire damage.
Bleeding from Laertifyin hits Ghoulking for 8 physical damage.
Elandar casts Strike.
Laertifyin stops burning.
The protective shield of Laertifyin disappears.
Laertifyin casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Laertifyin resists the darkness!
Something hits Laertifyin for 53 darkness damage.
Laertifyin deactivates Daunting Presence.
Laertifyin deactivates Elemental Harmony.
Laertifyin deactivates Premonition.
The protective shield of Laertifyin disappears.
Laertifyin deactivates Shield Wall.