










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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: Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Summoner |
Level / Exp | 50 / 940% |
Size | medium |
Lifes / Deaths | Killed by Ce'Nyrissra the orc warrior at level 50 on the 54th Pyre 123rd year of Ascendancy at 03:59 / 2Killed by Elandar at level 50 on the 3rd Flare 123rd year of Ascendancy at 01:00 |
Antimagic | Follower |
Primary Stats
Strength | 48 (base 27) |
Dexterity | 88 (base 48) |
Constitution | 74 (base 35) |
Magic | 19 (base 10) |
Willpower | 90 (base 58) |
Cunning | 96 (base 61) |
Resources
Life | -1219/1614 |
Equilibrium | 58 |
Psi | 180/180 |
Healing Factor | 1.7951680505318 |
Regeneration | 56.068144627956 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -6.0396132539609E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
See Stealth | 76.195021995178 |
See Invisible | 76.195021995178 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 110 |
Accuracy | 62 |
Crit Chance | 46% |
APR | 74 |
Speed | 1.00 |
Offense: Offhand
Damage | 104 |
Accuracy | 62 |
Crit Chance | 45% |
APR | 66 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14.25 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 103 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Physical | +26% |
Cold | +55% |
All | +8% |
Darkness | +24% |
Mind | +55% |
Lightning | +17% |
Fire | +31% |
Nature | +33% |
Offense: Damage Penetration
Physical | +45% |
Acid | +10% |
Nature | +25% |
Fire | +8% |
Cold | +8% |
Arcane | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.699232954414 (85.404685247777%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 22 |
Physical Save | 47 |
Spell Save | 55 |
Mental Save | 68 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 69%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 58%( 70%) |
All | + 22%( 70%) |
Physical | + 31%( 70%) |
Lightning | + 31%( 70%) |
Light | + 52%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 69%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 47%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Teleport Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 10% |
Bleed Resistance | 20% |
Disarm Resistance | 50% |
Pinning Resistance | 75% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 560 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 843% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 763% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by Silewen the losselhing. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Gligabeth the orc soldier. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Porobrevea the ghoul. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Melhemzu the dolleg. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Dream Walk (+1 level(s)). | 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 |
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 Shardskin. * 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 |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 1385. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +15 Dex dps ---------- Phys.crit +11.0% Phys.pwr +12 (+2 eff.) Dmg.mod +6% mind Res.pen +15% physical Apr +13 ----- def ----- Armour +5 Defense +39 (+9 eff.) Resists +6% mind Crit.chn- 15.00% Die.at -20.00 life Heal.mod +10% Cut- +20% Confus- +24% ---------- misc Hate/m.crit +5.92 Evasion: (Instant) Puts all charms on 18 cooldown Level 4.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +10.00% S.pwr/crit +8 Res.pen +25% arcane +25% physical Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +4% physical Phys.save +6 (+2 eff.) Max.HP +75.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +20.88% Mind.pwr +31 (+6 eff.) Dmg.mod +12% mind ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane Phys.save +15 (+5 eff.) Mind.save +33 (+8 eff.) ---------- misc Hate/m.crit +5.00 Battle Cry: Puts all charms on 17 cooldown Level 3.5 Pwr.cost 17 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 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 cap made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 219.24 arcane damage and stunned). Uses 59 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 81% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 30 power out of 24/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +6 Cun +16 Con dps ---------- Crit.mult +15.00% Phys.pwr +12 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% fire +20% cold Res.pen +10% mind Acc +15 (+4 eff.) Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Resists +40% cold Spell.save +20 (+6 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +19 (+4 eff.) Spell.pwr +17 (+1 eff.) Mind.pwr +16 (+3 eff.) Dmg.mod +20% mind +8% all ----- def ----- Resists +6% lightning +6% temporal +29% mind Spell.save +9 (+3 eff.) Max.HP +42.00 HP.reg +9.00 Disarm- +50% Pinning- +48% Stun/Frz- +50% Knockbk- +44% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 21 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (114). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 acid +8 cold On Hit: * 20% chance to reduce armor by 18% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 7 mind 10 darkness Dmg.mod +31% acid +10% physical +7% darkness +11% fire +9% mind +17% cold Res.pen +10% acid +8% fire +8% cold +5% physical ----- def ----- Resists +6% acid +7% all Heal/summ +32 ---------- misc Max.summ +3 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Wil +4 Con dps ---------- Crit.mult +31.07% Mind.pwr +29 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Mind.save +27 (+7 eff.) ---------- misc Stam/turn +3.16 Psi/ret +0.16 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +18 (+3 eff.) Melee+ 7 lightning 4 physical 6 fire 6 acid 5 cold Dmg.mod +9% lightning +10% cold +8% physical ----- def ----- Defense +18 (+4 eff.) Resists +6% lightning +7% physical +3% temporal +7% fire +6% cold +7% acid Heal.mod +10% Blind- +20% Silence- +10% Confus- +20% Pinning- +27% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +30.00% Dmg.mod +9% darkness Acc +11 (+3 eff.) Apr +14 Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 81% * 10 arcane resource burn * 20% chance to reduce damage dealt by 40% ----- def ----- Defense +13 (+3 eff.) Resists +3% acid +3% temporal +23% light +20% blight +25% fire +19% nature Stealth +28 HP.reg +11.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.5 Pwr.cost 9 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 18 Armour, 26 Defense and your attacks will gain 34% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2033% for 10 turns (0 total) and instantly restoring 102 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +6% darkness +12% fire Res.pen +5% blight On Hit (Melee): * 21% chance to reduce damage dealt by 40% ----- def ----- Resists +24% mind +9% blight Phys.save +40 (+13 eff.) Spell.save +18 (+6 eff.) Mind.save +20 (+5 eff.) Max.HP +71.00 HP.reg +10.00 Confus- +44% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +8 Str +6 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +10 Resists +27% acid Phys.save +21 (+7 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Resists +40% fire Mind.save +20 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Str dps ---------- Dmg.mod +3% fire +9% cold Res.pen +25% cold Melee Ret 10 mind ----- def ----- Armour +20 Resists +12% nature +15% blight +30% cold +9% mind +5% arcane Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 temporal +40 light Against +42% Undead On Hit.r1 +8 light +4 temporal On Crit.r2 +16 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Res.pen +21% all Acc +35 (+9 eff.) Apr +17 Melee Ret 8 light ----- def ----- Resists +12% temporal Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +24 mind On Hit.r1 +16 cold On Hit: * 27% chance to reduce all saves and defense by 50 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Dex dps ---------- Phys.crit +10.9% Res.pen +34% physical +30% fire Apr +3 ----- def ----- Resists +21% cold Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Rare] Psionic Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +18 darkness Against +19% Living On Crit.r2 +24 temporal While equipped: Stats +4 Str +18 Mag +8 Con dps ---------- Mind.crit +4% Dmg.mod +12% temporal ----- def ----- Resists +12% mind Crit.chn- 20.00% ---------- misc Infravis +4 Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +16 (+4 eff.) Apr +13 Massive two-handed swords. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 140.49 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +16% lightning +12% cold +15% physical ----- def ----- Defense +33 (+8 eff.) Pinning- +40% ---------- misc Hate/kill +4.00 Psi/kill +5.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 337.90 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +16 Con +11 Wil ----- def ----- Max.HP +50.00 ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 150 life over 5 turns Puts all charms on 12 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [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 (+1 eff.) Dmg.mod +30% lightning ----- def ----- Armour +12 Defense +11 (+3 eff.) ---------- misc Wards +3 lightning Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [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: Stats +18 Mag +19 Wil +15 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+1 eff.) S.pwr/crit +10 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [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: Stats +6 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +26 (+2 eff.) Dmg.mod +30% fire ---------- misc Max.mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature 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: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+2 eff.) Dmg.mod +30% cold ----- def ----- HP.reg +1.90 Heal.mod +29% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 126% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 293 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 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! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 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! |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +25.00% Acc +15 (+4 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Disarm- +46% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 151% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +27 acid +20 light While equipped: Stats +11 Str +8 Dex +3 Mag +4 Wil +9 Con dps ---------- Dmg.mod +15% physical Acc +16 (+4 eff.) Melee Ret 14 acid On Hit (Melee): * 27% chance to reduce damage dealt by 40% ----- def ----- Crit.chn- 20.40% One-handed war axes. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +6 Con dps ---------- Dmg.mod +6% blight +3% temporal Res.pen +15% temporal Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +11 (+3 eff.) Resists +19% light +17% fire Spell.save +11 (+4 eff.) Stealth +13 ---------- misc Stam/turn +1.40 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+6 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 30 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloth armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +2.0% Crit.mult +21.07% Dmg.mod +6% physical Res.pen +25% physical Acc +15 (+4 eff.) ----- def ----- Defense +32 (+8 eff.) Resists +20% blight +6% mind +15% all Die.at -40.00 life Max.HP +100.00 HP.reg +6.00 Heal.mod +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +7 Dex +4 Con dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +24% blight +18% temporal +39% light Res.pen +34% blight ----- def ----- Resists +9% blight +15% all Crit.chn- 20.40% Mind.save +30 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +26% fire On Melee Ret: * 14% chance to slow global speed by 81% * 9 arcane resource burn ----- def ----- Resists +15% acid +39% fire +5% arcane +15% all Die.at -20.00 life Max.HP +80.00 Confus- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 10% chance to slow global speed by 81% * 10 arcane resource burn ----- def ----- Resists +20% blight +15% all Max.HP +72.00 HP.reg +6.00 Heal.mod +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% acid +13% physical +13% fire +13% cold ----- def ----- Resists +14% acid +14% physical +14% fire +14% cold +9% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +5 Con dps ---------- Dmg.mod +9% lightning +8% physical Res.pen +15% fire Melee Ret 6 fire ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +12% fire +18% nature ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Res.pen +10% lightning +10% physical Melee Ret 8 lightning ----- def ----- Armour +14 Fatigue -6% Resists +6% temporal +15% fire +6% arcane +9% darkness Phys.save +14 (+5 eff.) HP.reg +11.00 Heal.mod +17% ---------- misc Max.enc +50 Infravis +3 Blindside: Puts all charms on 15 cooldown Level 2.5 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +11 (+2 eff.) Res.pen +15% physical Apr +7 ----- def ----- Armour +5 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +1 Fatigue -6% Max.HP +36.00 ---------- misc Stam/turn +0.90 Max.stam +16.00 A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Nature/Master/Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +18 (+1 eff.) Mind.pwr +11 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% HP.reg +11.00 Heal.mod +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +6.00 ---------- misc Stam/turn +1.20 Psi/turn +0.30 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 27 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 135.51 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +14 Str +8 Dex +3 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +12% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +15% fire +13% cold Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 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 249.0 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+1 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% S.pwr/crit +2 Dmg.mod +6% arcane +9% nature ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 Breathe water A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +9 Str +8 Cun +8 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +18% darkness +13% physical Mind.save +22 (+6 eff.) ---------- misc Light +2 Track: Puts all charms on 18 cooldown Level 3.5 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +24% acid Max.HP +56.00 A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% physical Res.pen +5% lightning ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +3% nature Die.at -20.00 life Max.HP +37.00 HP.reg +3.60 Heal.mod +11% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 10 darkness Ranged+ 7 darkness ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +30% darkness +25% temporal Def/telep +30 Res/telep +30% Dur/telep +19% Blink to a nearby random location (rad 15) Puts all charms on 15 cooldown A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 23 fire Melee Ret 14 acid 15 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +30% acid +30% fire A suit of armour made of leather. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Str +9 Dex +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +15 (+3 eff.) Melee+ 21 lightning Acc +12 (+3 eff.) Melee Ret 4 lightning ----- def ----- Armour +24 Fatigue +8% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str dps ---------- Melee Ret 31 fire ----- def ----- Armour +10 Fatigue +8% Resists +50% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 187% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +20.0% Capacity 21 Ranged+ +20 blight +42 cold +27 arcane +50 physical On Hit.r1 +8 lightning +27 blight On Crit.r2 +16 blight On Hit: * 20% chance to knock the target back 3 spaces and deal 357 physical damage On Crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Phys.crit +10.9% Phys.pwr +41 (+8 eff.) Dmg.mod +18% acid +27% cold Acc +41 (+10 eff.) Apr +4 Melee Ret 12 cold ----- def ----- Defense +20 (+5 eff.) Fatigue -10% Resists +4% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 47 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 118 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 168% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Ranged+ +19 light Against +27% Undead On Hit: * Create an explosion dealing 16 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Arcane/Master Power 164% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 20 Rld cld 2 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Playsmart the Cornac Summoner level 37
2nd Decay 122nd year of Ascendancy at 14:20 see stats
By Playsmart the Cornac Summoner level 46
43rd Regrowth 123rd year of Ascendancy at 01:51 see stats
By Playsmart the Cornac Summoner level 37
80th Haze 122nd year of Ascendancy at 06:03 see stats
By Playsmart the Cornac Summoner level 19
59th Dusk 122nd year of Ascendancy at 19:17 see stats
By Playsmart the Cornac Summoner level 48
24th Pyre 123rd year of Ascendancy at 09:38 see stats
By Playsmart the Cornac Summoner level 41
1st Allure 123rd year of Ascendancy at 02:39 see stats
By Playsmart the Cornac Summoner level 39
9th Decay 122nd year of Ascendancy at 12:23 see stats
By Playsmart the Cornac Summoner level 32
59th Haze 122nd year of Ascendancy at 20:04 see stats
By Playsmart the Cornac Summoner level 31
40th Haze 122nd year of Ascendancy at 17:12 see stats
By Playsmart the Cornac Summoner level 23
1st Time of Equilibrium 122nd year of Ascendancy at 17:43 see stats
By Playsmart the Cornac Summoner level 32
63rd Haze 122nd year of Ascendancy at 20:04 see stats
By Playsmart the Cornac Summoner level 50
9th Mirth 123rd year of Ascendancy at 23:53 see stats
By Playsmart the Cornac Summoner level 46
43rd Regrowth 123rd year of Ascendancy at 02:16 see stats
By Playsmart the Cornac Summoner level 10
3rd Mirth 122nd year of Ascendancy at 08:01 see stats
By Playsmart the Cornac Summoner level 20
72nd Dusk 122nd year of Ascendancy at 19:25 see stats
By Playsmart the Cornac Summoner level 30
37th Haze 122nd year of Ascendancy at 14:40 see stats
By Playsmart the Cornac Summoner level 40
9th Decay 122nd year of Ascendancy at 12:23 see stats
By Playsmart the Cornac Summoner level 50
31st Pyre 123rd year of Ascendancy at 11:39 see stats
By Playsmart the Cornac Summoner level 50
70th Pyre 123rd year of Ascendancy at 14:22 see stats
By Playsmart the Cornac Summoner level 50
40th Pyre 123rd year of Ascendancy at 13:52 see stats
By Playsmart the Cornac Summoner level 19
35th Dusk 122nd year of Ascendancy at 00:15 see stats
By Playsmart the Cornac Summoner level 32
58th Haze 122nd year of Ascendancy at 22:50 see stats
By Playsmart the Cornac Summoner level 20
73rd Dusk 122nd year of Ascendancy at 13:34 see stats
By Playsmart the Cornac Summoner level 40
9th Decay 122nd year of Ascendancy at 14:59 see stats
By Playsmart the Cornac Summoner level 46
43rd Regrowth 123rd year of Ascendancy at 01:51 see stats
By Playsmart the Cornac Summoner level 8
78th Pyre 122nd year of Ascendancy at 22:17 see stats
By Playsmart the Cornac Summoner level 46
43rd Regrowth 123rd year of Ascendancy at 01:51 see stats
By Playsmart the Cornac Summoner level 50
50th Pyre 123rd year of Ascendancy at 00:34 see stats
By Playsmart the Cornac Summoner level 11
5th Mirth 122nd year of Ascendancy at 14:52 see stats
By Playsmart the Cornac Summoner level 42
16th Regrowth 123rd year of Ascendancy at 21:11 see stats
By Playsmart the Cornac Summoner level 23
1st Haze 122nd year of Ascendancy at 00:14 see stats
By Playsmart the Cornac Summoner level 16
13rd Dusk 122nd year of Ascendancy at 08:34 see stats
By Playsmart the Cornac Summoner level 50
54th Pyre 123rd year of Ascendancy at 03:59 see stats
By Playsmart the Cornac Summoner level 36
79th Haze 122nd year of Ascendancy at 17:01 see stats
Log
Playsmart stops burning.
Talent Infusion: Regeneration is ready to use.
Elandar casts Moonlight Ray.
Elandar's spell attains critical power!
Elandar hits Playsmart for 564 darkness damage.
--------------------------------
Playsmart uses Infusion: Regeneration.
Playsmart starts regenerating health quickly.
Argoniel casts Bone Spear.
Argoniel resists the blinding light!
Elandar resists the blinding light!
Something hits Argoniel for (251 to bones), 0 light (0 total damage).
Argoniel hits Something for 269 physical damage.
Argoniel receives 131 healing from Life Tap.
Stone Guardian resists the stun!
High Sun Paladin Aeryn's sun path area effect hits Elandar for 39 light damage.
Elandar's physical stun area effect hits Stone Guardian for 227 physical damage.
Elandar's physical stun area effect hits Playsmart for 230 physical damage.
Mirror Image (Elandar)'s physical stun area effect hits Stone Guardian for 53 physical damage.
Mirror Image (Elandar)'s physical stun area effect hits Playsmart for 53 physical damage.
Fire drake (wild summon)'s devouring flames area effect hits Elandar for 13 fire damage.
Fire drake (wild summon)'s devouring flames area effect hits Argoniel for 26 fire damage.
Elandar seems more focused.
Elandar's spell attains critical power!
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits Playsmart for 1142 lightning damage.
Bleeding from High Sun Paladin Aeryn hits Elandar for 9 physical damage.
Playsmart the level 50 cornac summoner was electrocuted to death by a Elandar on level 11 of High Peak.