Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Arcane Blade |
Level / Exp | 36 / 43% |
Size | medium |
Lifes / Deaths | Killed by Balphitr the champion of Urh'Rok at level 36 on the 52nd Pyre 123rd year of Ascendancy at 13:52 / 1 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 54 (base 25) |
Constitution | 17 (base 10) |
Magic | 87 (base 60) |
Willpower | 22 (base 12) |
Cunning | 93 (base 60) |
Resources
Life | -298/724 |
Mana | 290/472 |
Stamina | 45/235 |
Steam | 100/100 |
Healing Factor | 1.2129415192739 |
Regeneration | 2.7291184183664 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 56.601735099766 |
See Invisible | 54.601735099766 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 38 |
Accuracy | 60 |
Crit Chance | 41% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 71% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Arcane | +18% |
Mind | +24% |
All | 0% |
Lightning | +35% |
Light | +12% |
Temporal | +36% |
Darkness | +27% |
Nature | +21% |
Offense: Damage Penetration
Acid | +25% |
Lightning | +5% |
Darkness | +50% |
Arcane | +26% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 31 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 6 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 41 |
Defense: Resistances
Nature | + 20%( 70%) |
Lightning | + 60%( 70%) |
Light | + 6%( 70%) |
Darkness | + 9%( 70%) |
Blight | + 20%( 70%) |
Cold | + 20%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Confusion Resistance | 10% |
Teleport Resistance | 100% |
Blind Resistance | 31% |
Silence Resistance | 40% |
Disarm Resistance | 90% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 507 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 395 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Xerenne the forest wight. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by barrow wight. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed naga tongue. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Blazeward' (9 def, 4 armour) =5 str= pair of dwarven-steel boots 'Blazeward' (9 def, 4 armour) =5 str=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +9 Dex +2 Wil +2 Con ----- def ----- Armour +4 Defense +9 (+3 eff.) Fatigue +3% Resists +6% light Phys.save +9 (+5 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Tuluromas the alchemist's lamp Tuluromas the alchemist's lamp 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+5 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +12% light Acc +20 (+5 eff.) Melee Ret 4 mind ----- def ----- Resists +15% lightning Max.HP +40.00 ---------- misc Light +7 See.Stealth +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather hat 'Hettasachak' (0 def, 3 armour) =7 str= hardened leather hat 'Hettasachak' (0 def, 3 armour) =7 str=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +15% acid +6% temporal Res.pen +25% acid +5% arcane Melee Ret 6 arcane ----- def ----- Armour +3 Fatigue +3% Silence- +40% Def/telep +5 Res/telep +5% Dur/telep +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 117.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Tool | Skyvice the steel torque of psionic shield [power 53] (22 cooldown) Skyvice the steel torque of psionic shield [power 53] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +6% Crit.mult +20.00% Dmg.mod +15% lightning +9% mind Melee Ret 8 mind ---------- misc Max.hate +4.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Velevea the Nightorder =6 dex= Velevea the Nightorder =6 dex=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +15% darkness +30% temporal Res.pen +25% darkness Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire Rings make your fingers look great! |
On fingers | Dreneg Dreneg0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +5% On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Phys.save +11 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +9 (+3 eff.) HP.reg +2.00 Blind- +31% Stun/Frz- +27% ---------- misc Mana/s.crit +1.00 Infravis +3 See.Stealth +7 See.Invis +11 Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% ---------- misc Stam/turn +0.30 Mana/turn +0.30 Psi/turn +0.30 A belt rumoured to have been worn by the Conclave healers. |
In main hand | Viperpain the yew vilestaff (38.3 damage (121% power), 1.2x range, 4 apr, lightning element) Viperpain the yew vilestaff (38.3 damage (121% power), 1.2x range, 4 apr, lightning element) 5.0 T3 staff 2H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +23% Crit.mult +14.00% Spell.pwr +13 (+4 eff.) Dmg.mod +20% lightning +21% nature Res.pen +5% lightning ----- def ----- Resists +15% lightning ---------- misc Mana/turn +4.00 Vim/s.crit +3.00 Max.vim +15.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 4 Staves designed for wielders of magic, by the greats of the art. |
On hands | Fogjeer (0 def, 2 armour) Fogjeer (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.crit +13.0% Spell.crit +7% Mind.crit +11% Crit.mult +9.00% Dmg.mod +11% arcane Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +2 Resists +9% darkness Disarm- +90% ---------- misc Talents +4 Iron Grip Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +8.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +15 arcane On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | The Untouchable (14 def, 22 armour) The Untouchable (14 def, 22 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +22 Defense +14 (+4 eff.) Crit.chn- 35.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | Stokepall (2 def, 0 armour) Stokepall (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +7 (+2 eff.) Dmg.mod +18% acid +7% arcane +15% mind Res.pen +11% arcane +15% fire Melee Ret 8 acid 6 fire ----- def ----- Defense +2 (+0 eff.) Resists +30% lightning +6% fire Stun/Frz- +50% ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Umbrascar Umbrascar0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- Spell.crit +2% Crit.mult +12.00% Mind.pwr +20 (+6 eff.) Dmg.mod +12% darkness Res.pen +10% arcane Acc +7 (+2 eff.) Apr +13 ---------- misc Mana/turn +0.16 Max.mana +60.00 Amulets make your neck look great! |
Inventory
heroism infusion of the sneak (die at -517; dur 7; cd 33) heroism infusion of the sneak (die at -517; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -517 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1246 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -465; dur 6; cd 34) heroism infusion of the wizard (die at -465; dur 6; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -465 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1122 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 689%; cd 12) movement infusion (speed 689%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 689% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 35%; magical, physical; dur 3; cd 16) wild infusion of the wizard (res 35%; magical, physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune (damage 194; dur 4; cd 17) biting gale rune (damage 194; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 194.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell 3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor 2 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin 4 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Urthedin the steel amulet =25 stun= Urthedin the steel amulet =25 stun=0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% lightning +7% physical +3% blight Blind- +14% Stun/Frz- +25% ---------- misc Stam/turn +0.30 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Arthysatar Arthysatar0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil +2 Cun +2 Con dps ---------- Spell.crit +2% Crit.mult +12.00% Spell.pwr +15 (+4 eff.) Mind.pwr +7 (+2 eff.) Acc +8 (+2 eff.) Apr +14 Melee Ret 8 blight ----- def ----- Resists +8% physical Mind.save +8 (+3 eff.) Confus- +14% ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth =4 str= Ring of Growth =4 str=0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gladiator's gold ring of pilfering =6 str= gladiator's gold ring of pilfering =6 str=0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+3 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Elenehell' gold ring 'Elenehell'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +11 (+3 eff.) Resists +3% light +3% mind Mind.save +6 (+2 eff.) Disarm- +20% Confus- +28% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +7.00 Heal.mod +10% Stun/Frz- +30% Rings make your fingers look great! |
voratun ring 'Blacktaint' voratun ring 'Blacktaint'0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +14 Wil +6 Cun dps ---------- Spell.pwr +11 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +12% lightning +9% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +3% lightning Silence- +41% ---------- misc Mana/turn +0.32 Rings make your fingers look great! |
Drachak the elm magestaff (31.5 damage (100% power), 1.2x range, 2 apr, lightning element) =3 str= Drachak the elm magestaff (31.5 damage (100% power), 1.2x range, 2 apr, lightning element) =3 str=5.0 T1 staff 2H weapon [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Spell.crit +5% Phys.pwr +5 (+2 eff.) Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning Acc +10 (+3 eff.) ----- def ----- Defense +5 (+1 eff.) Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of protection (43.6 damage (137% power), 1.2x range, 6 apr, fire element) dragonbone magestaff of protection (43.6 damage (137% power), 1.2x range, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ----- def ----- Resists +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel greatmaul of rage (32.7 damage (154% power), 1.5x range, 2 apr) balanced dwarven-steel greatmaul of rage (32.7 damage (154% power), 1.5x range, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Str dps ---------- Dmg.mod +12% physical Acc +32 (+8 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +50% Massive two-handed mauls. |
steel steamsaw (21.4 damage (111% power), 1.5x range, 0 apr) steel steamsaw (21.4 damage (111% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel shield (0 def, 6 armour, 81 block) dwarven-steel shield (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
sunsealed cashmere robe of power (6 def, 5 armour) sunsealed cashmere robe of power (6 def, 5 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +10% light +10% all ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +8% darkness +8% light +11% all Max.HP +47.00 ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+8 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
prismatic drakeskin leather armour of delving (20 def, 8 armour) prismatic drakeskin leather armour of delving (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Master While equipped: Stats +8 Str ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +6% physical +26% darkness +17% light ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Ivoyath the voratun mail armour (5 def, 19 armour) Ivoyath the voratun mail armour (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Con dps ---------- Spell.pwr +30 (+8 eff.) Dmg.mod +6% arcane ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +12% Resists +8% acid +6% physical +11% lightning +10% fire +8% arcane +11% cold Spell.save +33 (+13 eff.) Max.HP +76.00 ---------- misc Max.mana +40.00 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 30.36 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
linen cloak 'Venomflash' (1 def, 0 armour) =5 str= linen cloak 'Venomflash' (1 def, 0 armour) =5 str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Con dps ---------- Dmg.mod +9% nature ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +3.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Getahell' (0 def, 3 armour) pair of iron boots 'Getahell' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+7 eff.) Acc +15 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +18% acid +2% physical Silence- +21% Confus- +21% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Torchvice (0 def, 2 armour) =3 str= Torchvice (0 def, 2 armour) =3 str=1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 7 acid Dmg.mod +5% acid Res.pen +15% fire ----- def ----- Armour +2 Resists +12% acid +6% blight HP.reg +2.00 ---------- misc Stam/turn +1.10 Max.stam +25.00 Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +5 acid On Hit: 10% Nightmare 3 On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erygosin the drakeskin leather gloves (0 def, 8 armour) Erygosin the drakeskin leather gloves (0 def, 8 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Melee+ 12 cold Dmg.mod +9% mind +7% cold Res.pen +10% mind Melee Ret 4 mind ----- def ----- Armour +8 Resists +12% mind +10% cold Phys.save +13 (+7 eff.) Mind.save +11 (+4 eff.) Max.HP +78.00 ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 143% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +5 Crit +11.0% Atk.spd 100% On Crit.r2 +11 ice On Hit: 10% Ice Breath 5 On Hit: 10% Battle Shout 5 On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted voratun gauntlets of dexterity (+4) (0 def, 3 armour) blighted voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 blight Dmg.mod +8% blight Acc +18 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% blight Unarmed combat: Power 138% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +21.0% Atk.spd 83% On Crit.r2 +9 blight On Hit: 20% Soul Rot 5 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat 'Aeruldakira' (0 def, 1 armour) =20 multi 10 shrug= rough leather hat 'Aeruldakira' (0 def, 1 armour) =20 multi 10 shrug=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +6 Cun dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +6% mind ----- def ----- Armour +1 Fatigue +1% Resists +7% blight Crit.chn- 10.00% Mind.save +7 (+2 eff.) ---------- misc Psi/ret +0.04 A hat made of leather. Very stylish. |
iron helm of the depths (0 def, 3 armour) =water= iron helm of the depths (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaragund the Glintbolt (0 def, 4 armour) Yaragund the Glintbolt (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Dex +2 Cun +6 Con ----- def ----- Armour +4 Fatigue +4% Resists +17% cold +11% nature +6% light Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+3 eff.) Max.HP +62.00 Heal.mod +13% ---------- misc Breathe water Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
929 alchemist agate 929 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
mastercraft head lamp mastercraft head lamp0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +16 (+4 eff.) ---------- misc Light +6 Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
iron torque of clear mind [power 1] (22 cooldown) iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13 cooldown) iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 130 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Bloomwrither the elm wand of shielding [power 116] (17 cooldown) =5 str= Bloomwrither the elm wand of shielding [power 116] (17 cooldown) =5 str=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Str dps ---------- Dmg.mod +15% nature ----- def ----- Resists +3% nature Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Silivena the Glimmersage [power 116] (17 cooldown) =20 stun= Silivena the Glimmersage [power 116] (17 cooldown) =20 stun=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun ----- def ----- Resists +6% light Cut- +10% Stun/Frz- +20% Knockbk- +10% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Frank Zappa the Doomelf Arcane Blade level 31
77th Regrowth 123rd year of Ascendancy at 15:35 see stats
By Frank Zappa the Doomelf Arcane Blade level 20
27th Haze 122nd year of Ascendancy at 15:35 see stats
By Frank Zappa the Doomelf Arcane Blade level 34
18th Pyre 123rd year of Ascendancy at 19:31 see stats
By Frank Zappa the Doomelf Arcane Blade level 23
46th Haze 122nd year of Ascendancy at 22:44 see stats
By Frank Zappa the Doomelf Arcane Blade level 35
33rd Pyre 123rd year of Ascendancy at 07:51 see stats
By Frank Zappa the Doomelf Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 13:31 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 21:31 see stats
By Frank Zappa the Doomelf Arcane Blade level 20
73rd Dusk 122nd year of Ascendancy at 02:34 see stats
By Frank Zappa the Doomelf Arcane Blade level 30
4th Decay 122nd year of Ascendancy at 18:50 see stats
By Frank Zappa the Doomelf Arcane Blade level 26
54th Haze 122nd year of Ascendancy at 07:27 see stats
By Frank Zappa the Doomelf Arcane Blade level 19
45th Dusk 122nd year of Ascendancy at 22:57 see stats
By Frank Zappa the Doomelf Arcane Blade level 33
17th Pyre 123rd year of Ascendancy at 03:16 see stats
By Frank Zappa the Doomelf Arcane Blade level 20
36th Haze 122nd year of Ascendancy at 07:17 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 13:14 see stats
By Frank Zappa the Doomelf Arcane Blade level 30
45th Regrowth 123rd year of Ascendancy at 12:01 see stats
By Frank Zappa the Doomelf Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 04:26 see stats
By Frank Zappa the Doomelf Arcane Blade level 24
50th Haze 122nd year of Ascendancy at 19:39 see stats
By Frank Zappa the Doomelf Arcane Blade level 15
23rd Dusk 122nd year of Ascendancy at 18:31 see stats
Log
Melee retaliation hits Balphitr the champion of Urh'Rok for 7 acid, 5 arcane, 3 fire, 8 mind, 7 acid, 5 arcane, 3 fire, 4 mind, 7 acid, 5 arcane, 3 fire, 8 mind, 7 acid, 5 arcane, 3 fire, 8 mind, 7 acid, 5 arcane, 3 fire, 4 mind (104 total damage).
Balphitr the champion of Urh'Rok's Fan of Knives hits Frank Zappa for 154 physical, 7 fire (161 total damage).
Balphitr the champion of Urh'Rok's Fan of Knives hits Frank Zappa for 170 physical, 7 fire (177 total damage).
Balphitr the champion of Urh'Rok's Fan of Knives hits Frank Zappa for (250 absorbed), 15 physical, 7 fire (22 total damage).
Balphitr the champion of Urh'Rok's Fan of Knives hits Frank Zappa for 167 physical, 7 fire (174 total damage).
Balphitr the champion of Urh'Rok's Fan of Knives hits Frank Zappa for 163 physical, 7 fire (170 total damage).
Balphitr the champion of Urh'Rok uses Greater Weapon Focus.
Frank Zappa is wreathed in flames on the brink of death!
Deep Wound from Balphitr the champion of Urh'Rok hits Frank Zappa for 0 physical damage.
Balphitr the champion of Urh'Rok uses Ghoulish Leap.
Balphitr the champion of Urh'Rok speeds up.
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Frank Zappa's Phase Door has been disrupted by anti-magic forces!
Balphitr the champion of Urh'Rok uses Dual Strike.
Balphitr the champion of Urh'Rok performs a melee critical strike against Frank Zappa!
Frank Zappa resists the stunning strike!
Melee retaliation hits Balphitr the champion of Urh'Rok for 8 acid, 5 arcane, 4 fire, 10 mind, 7 acid, 5 arcane, 3 fire, 4 mind (45 total damage).
Balphitr the champion of Urh'Rok hits Frank Zappa for 183 physical, 7 fire, 193 physical, 7 fire (390 total damage).
Frank Zappa's antimagic forces vanishes.
Talent Arcane Strike is ready to use.
Cauterize hits Frank Zappa for 8 fire damage.
Deep Wound from Balphitr the champion of Urh'Rok hits Frank Zappa for 57 physical damage.
Balphitr the champion of Urh'Rok uses Skullcracker.
Frank Zappa wanders around!
Melee retaliation hits Balphitr the champion of Urh'Rok for 7 acid, 5 arcane, 3 fire, 8 mind (22 total damage).
Balphitr the champion of Urh'Rok hits Frank Zappa for 477 physical damage.
Frank Zappa the level 36 doomelf arcane blade was bled to death by Balphitr the champion of Urh'Rok on level 9 of Dreadfell.
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Balphitr the champion of Urh'Rok prepares for the next kill!