










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Adventure |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 37 / 69% |
Size | small |
Lifes / Deaths | Killed by Poletira the Thug at level 16 on the 62nd Dusk 122nd year of Ascendancy at 07:34 0 / 9Killed by Chronolith Twin at level 19 on the 2nd Haze 122nd year of Ascendancy at 11:37 Killed by Isymira the snow giant chieftain at level 22 on the 4th Haze 122nd year of Ascendancy at 13:45 Killed by corrupted mean looking elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 09:51 Killed by corrupted mean looking elven guard at level 25 on the 48th Haze 122nd year of Ascendancy at 10:16 Killed by Grand Corruptor at level 26 on the 64th Haze 122nd year of Ascendancy at 06:07 Killed by Grand Corruptor at level 26 on the 64th Haze 122nd year of Ascendancy at 07:28 Killed by Xemima the orc high pyromancer at level 36 on the 48th Regrowth 123rd year of Ascendancy at 13:51 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 54th Regrowth 123rd year of Ascendancy at 01:18 |
Primary Stats
Strength | 19 (base 14) |
Dexterity | 45 (base 29) |
Constitution | 11 (base 10) |
Magic | 94 (base 60) |
Willpower | 34 (base 10) |
Cunning | 113 (base 60) |
Resources
Life | -367/740 |
Mana | 199/492 |
Stamina | 185/268 |
Healing Factor | 1.0097162075846 |
Regeneration | 0.25242905189621 |
Speed
Mental | -4.9737991503207E-12% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | -5.0182080713057E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 79.908764165877 |
See Invisible | 79.908764165877 |
Offense: Mainhand
Damage | 103 |
Accuracy | 72 |
Crit Chance | 60% |
APR | 46 |
Speed | 0.90 |
Offense: Offhand
Damage | 31 |
Accuracy | 72 |
Crit Chance | 46% |
APR | 26 |
Speed | 0.80 |
Offense: Spell
Spellpower | 91 |
Crit Chance | 44% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Light | +8% |
Fire | +28% |
Cold | -5% |
Arcane | +5% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (64.574340358689%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 38 |
Mental Save | 44 |
Defense: Resistances
Acid | + 4%( 70%) |
Blight | + 5%( 70%) |
Cold | + 5%( 70%) |
All | 0%( 70%) |
Darkness | + 68%( 70%) |
Light | + 5%( 70%) |
Temporal | + 4%( 70%) |
Lightning | + 5%( 70%) |
Fire | + 32%( 70%) |
Nature | + 5%( 70%) |
Defense: Immunities
Confusion Resistance | 15% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 286.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 143 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 Cunning stat. |
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 656 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.50 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Prodigies
| 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Aneli. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by giant black ant. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 unlocked the training room. * 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: 379. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed storm wyrm claw. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mysticism 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 serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed electric eel tail. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 116 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes stats: +2 Cun / +2 Wil Changes resistances: +8% darkness / +7% fire Changes damage: +8% light / +6% mind Damage affinity(heal): +5% light Critical mult.: +5.00% Blindness immunity: +27% Confusion immunity: +15% Mental crit. chance: +3% Light radius: +10 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +5% lightning / +4% temporal / +5% light / +5% fire / +5% nature / +4% acid / +5% blight / +5% cold / +17% darkness Changes damage: +3% darkness Mana each turn: +1.30 Mana when hit: +0.70 Maximum mana: +56.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +3 Str / +5 Dex / +4 Mag / +3 Cun Changes damage: +5% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +5 Wil Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +28% darkness Changes damage: +14% darkness Maximum encumbrance: +25 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
In main hand | ![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Cun, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +15% darkness Changes resistances penetration: +8% darkness Changes damage: +10% darkness Stealth bonus: +8 Physical save: +8 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun 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. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 149 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 51 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 43 power out of 80/80) : Effective talent level: 1.0 Power cost: 43 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Talent mastery: +0.13 Cunning / Ambush Life regen: +2.00 Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 14 light Changes stats: +1 Mag Changes damage: +12% light Rings make your fingers look great! |
![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Cun, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 17 power out of 20/20) : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 228.73 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 2 blight Changes stats: +1 Wil / +2 Mag Changes damage: +6% lightning Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 43 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Con / +3 Wil Changes resistances penetration: +5% physical / +15% mind / +15% fire Changes damage: +9% lightning / +12% mind Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 80.92 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 17 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Critical mult.: +15.00% Life regen: +4.80 Maximum life: +37.00 Healing mod.: +13% A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +9% fire Critical mult.: +10.00% Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 40 Changes resistances: +9% blight / +3% light Spell save: +3 (+2 eff.) Light radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Void Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 194.00 temporal and 246.38 darkness damage (based on Magic) Activation costs 17 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aneli the Halfling Shadowblade level 31
5th Regrowth 123rd year of Ascendancy at 15:49 see stats
By Aneli the Halfling Shadowblade level 24
28th Haze 122nd year of Ascendancy at 02:37 see stats
By Aneli the Halfling Shadowblade level 26
64th Haze 122nd year of Ascendancy at 07:58 see stats
By Aneli the Halfling Shadowblade level 34
46th Regrowth 123rd year of Ascendancy at 23:25 see stats
By Aneli the Halfling Shadowblade level 33
26th Regrowth 123rd year of Ascendancy at 06:10 see stats
By Aneli the Halfling Shadowblade level 26
59th Haze 122nd year of Ascendancy at 03:26 see stats
By Aneli the Halfling Shadowblade level 32
19th Regrowth 123rd year of Ascendancy at 11:47 see stats
By Aneli the Halfling Shadowblade level 23
26th Haze 122nd year of Ascendancy at 11:23 see stats
By Aneli the Halfling Shadowblade level 37
53rd Regrowth 123rd year of Ascendancy at 23:28 see stats
By Aneli the Halfling Shadowblade level 17
66th Dusk 122nd year of Ascendancy at 18:01 see stats
By Aneli the Halfling Shadowblade level 25
39th Haze 122nd year of Ascendancy at 13:44 see stats
By Aneli the Halfling Shadowblade level 24
28th Haze 122nd year of Ascendancy at 02:00 see stats
By Aneli the Halfling Shadowblade level 36
47th Regrowth 123rd year of Ascendancy at 12:44 see stats
By Aneli the Halfling Shadowblade level 31
3rd Regrowth 123rd year of Ascendancy at 23:24 see stats
By Aneli the Halfling Shadowblade level 10
20th Dusk 122nd year of Ascendancy at 10:27 see stats
By Aneli the Halfling Shadowblade level 20
2nd Haze 122nd year of Ascendancy at 13:35 see stats
By Aneli the Halfling Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 06:28 see stats
By Aneli the Halfling Shadowblade level 33
19th Regrowth 123rd year of Ascendancy at 19:54 see stats
By Aneli the Halfling Shadowblade level 17
62nd Dusk 122nd year of Ascendancy at 19:03 see stats
By Aneli the Halfling Shadowblade level 32
19th Regrowth 123rd year of Ascendancy at 12:47 see stats
By Aneli the Halfling Shadowblade level 8
16th Dusk 122nd year of Ascendancy at 05:44 see stats
By Aneli the Halfling Shadowblade level 11
36th Dusk 122nd year of Ascendancy at 23:13 see stats
By Aneli the Halfling Shadowblade level 24
28th Haze 122nd year of Ascendancy at 02:37 see stats
By Aneli the Halfling Shadowblade level 18
70th Dusk 122nd year of Ascendancy at 18:31 see stats
By Aneli the Halfling Shadowblade level 24
28th Haze 122nd year of Ascendancy at 04:08 see stats
By Aneli the Halfling Shadowblade level 16
61st Dusk 122nd year of Ascendancy at 20:57 see stats
By Aneli the Halfling Shadowblade level 26
64th Haze 122nd year of Ascendancy at 07:28 see stats
By Aneli the Halfling Shadowblade level 30
1st Regrowth 123rd year of Ascendancy at 23:30 see stats
By Aneli the Halfling Shadowblade level 22
24th Haze 122nd year of Ascendancy at 04:43 see stats
Log
Aneli HEALS from fire damage!
Phantasmal Shield hits Orc pyromancer for 72 light damage.
Orc pyromancer's Fireflash hits Aneli for (57 to ice), 85 fire (85 total damage).
Orc pyromancer's Fireflash hits Vor, Grand Geomancer of the Pride for 114 fire damage.
Orc pyromancer's Fireflash hits Mirror Image (Vor, Grand Geomancer of the Pride) for 1 fire damage.
Vor, Grand Geomancer of the Pride casts Freeze.
Aneli tries to evade attacks.
Aneli resists!
Mirror Image (Vor, Grand Geomancer of the Pride) casts Freeze.
Aneli resists!
You feel a surge of power as a powerful creature falls nearby.
Vor, Grand Geomancer of the Pride hits Aneli for (83 to ice), (124 ignored), 0 cold (0 total damage).
Mirror Image (Vor, Grand Geomancer of the Pride) hits Aneli for (46 to ice), 69 cold (69 total damage).
Aneli is free from the ice.
Aneli's projectile hits Vor, Grand Geomancer of the Pride for 18 fire, (19 ignored), 0 physical (18 total damage).
Vor, Grand Geomancer of the Pride's ice storm area effect hits Orc pyromancer for 48 cold damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Aneli for 48 cold damage.
Mirror Image (Vor, Grand Geomancer of the Pride)'s ice storm area effect hits Aneli for 36 cold damage.
Aneli's Volcano hits Vor, Grand Geomancer of the Pride for 18 fire, 19 physical (37 total damage).
Vor, Grand Geomancer of the Pride is no longer ethereal.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 4 fire damage.
Aneli casts Rune: Shatter Afflictions.
Vor, Grand Geomancer of the Pride casts Rune: Acid Wave.
Aneli is disarmed!
Vor, Grand Geomancer of the Pride hits Aneli for 256 acid damage.
Vor, Grand Geomancer of the Pride casts Lightning.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits Aneli for 512 lightning damage.
Aneli the level 37 halfling shadowblade was zapped to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.