Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Doomelf |
Class | Arcane Blade |
Level / Exp | 41 / 37% |
Size | medium |
Lifes / Deaths | Killed by Glitira the large brown snake at level 14 on the 34th Dusk 122nd year of Ascendancy at 23:04 0 / 10Killed by Nerynne the sandworm at level 21 on the 44th Haze 122nd year of Ascendancy at 14:07 Killed by Neradhera the storm drake hatchling at level 25 on the 39th Regrowth 123rd year of Ascendancy at 12:03 Killed by Ivimira the xorn at level 29 on the 74th Regrowth 123rd year of Ascendancy at 23:45 Killed by Glissa3 at level 29 on the 75th Regrowth 123rd year of Ascendancy at 02:28 Killed by Rgoorurg the dolleg at level 31 on the 11st Pyre 123rd year of Ascendancy at 18:25 Killed by Isledhessra the gigantic sandworm tunneler at level 39 on the 2nd Dusk 123rd year of Ascendancy at 21:29 Killed by Glissa3 at level 40 on the 60th Dusk 123rd year of Ascendancy at 13:44 Killed by Yvann the eternal bone giant at level 41 on the 1st Haze 123rd year of Ascendancy at 17:29 Killed by orc necromancer at level 41 on the 1st Haze 123rd year of Ascendancy at 18:08 |
Primary Stats
Strength | 33 (base 19) |
Dexterity | 65 (base 40) |
Constitution | 14 (base 9) |
Magic | 83 (base 58) |
Willpower | 28 (base 11) |
Cunning | 90 (base 61) |
Resources
Life | -375/950 |
Mana | 325/581 |
Stamina | 155/285 |
Healing Factor | 1.3772895330003 |
Regeneration | 9.9853491142524 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Invisible | 36 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 65 |
Crit Chance | 32% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 49% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Lightning | +31% |
Light | +15% |
Temporal | +24% |
Darkness | +37% |
Arcane | +11% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +15% |
Arcane | +10% |
Mind | +15% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 45 (88.568973732692%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 29 |
Physical Save | 22 |
Spell Save | 36 |
Mental Save | 34 |
Defense: Resistances
Acid | + 29%( 70%) |
Physical | + 32%( 70%) |
Cold | + 21%( 70%) |
All | + 10%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 43%( 70%) |
Mind | + 13%( 70%) |
Lightning | + 42%( 70%) |
Fire | + 18%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Disarm Resistance | 31% |
Confusion Resistance | 30% |
Knockback Resistance | 34% |
Stun Resistance | 62% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 4 times. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 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 835% 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 515 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have 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 again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Ivivea the mountain troll thunderer. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Aerama the skeleton archer. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Glynne the wolf. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 943. | 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. | active |
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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 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 within2 lumberjacks have died. | 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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 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 65% (based on Cunning) Activation costs 50 power out of 20/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 103, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 300.03 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | voratun helm 'Adeldabremira' (12 def, 5 armour) voratun helm 'Adeldabremira' (12 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +11 (+3 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: -3 Str / +9 Dex / +10 Wil / +10 Cun / +1 Con Changes resistances: +12% physical / +3% mind / +15% nature Changes resistances penetration: +15% mind Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Maximum life: +84.00 Infravision radius: +3 See invisible: +9 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Frozenrace [power 2] (25 cooldown) Frozenrace [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% temporal Changes damage: +24% temporal / +9% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Weepqueller' steel ring 'Weepqueller'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 2 nature Changes stats: +3 Str Changes resistances: +24% darkness Changes damage: +12% darkness Only die when reaching: -80.00 life Maximum stamina: +20.00 Rings make your fingers look great! |
On fingers | Zubodhemira ZubodhemiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Effects on melee hit: * 13% chance to reduce all saves and defense by 27 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): 10 physical Changes stats: +4 Cun / +5 Dex Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Maximum hate: +7.00 See invisible: +12 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 307, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | Tarrudir the elven-wood magestaff (129% power, 5 apr, lightning element) Tarrudir the elven-wood magestaff (129% power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Damage when hit (Melee): 10 mind Changes stats: +3 Str Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +41.00% Mana each turn: +0.34 Maximum mana: +86.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +15% Light radius: +1 See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
On hands | drakeskin leather gloves 'Rootlash' (0 def, 8 armour) drakeskin leather gloves 'Rootlash' (0 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 42% * 15% chance to reduce all saves and defense by 27 * 20% chance to slow global speed by 54% Damage (Melee): 32 darkness / 30 mind Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +15% darkness Changes resistances penetration: +5% acid Changes damage: +6% nature / +10% darkness Mental save: -2 (-1 eff.) Maximum life: +49.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Moonlight Ray (20% chance level 5). On weapon hit: * 13% chance to reduce damage dealt by 22% It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | stralite plate armour 'Haluyatar' (0 def, 13 armour) stralite plate armour 'Haluyatar' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 42% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +21% acid / +12% physical / +25% temporal / +9% fire / +12% lightning / +12% cold Changes resistances penetration: +15% temporal Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +32% Knockback immunity: +34% Life regen: +7.00 Maximum life: +30.00 Healing mod.: +18% A suit of armour made of metal plates. |
Cloak | Jetbrace (2 def, 0 armour) Jetbrace (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Mag Changes resistances: +24% lightning / +6% darkness Changes resistances penetration: +10% arcane Changes damage: +11% arcane / +6% lightning Critical mult.: +20.00% Spell save: +6 (+3 eff.) Maximum mana: +65.00 Spellpower: +36 (+9 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
movement infusion of the wizard (speed 841%; cd 9) movement infusion of the wizard (speed 841%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 841% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard =6 Str/6 Con= Daneth's Neckguard =6 Str/6 Con=Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (170). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Grinelagorn the Duskglamour =2 Con= Grinelagorn the Duskglamour =2 Con=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Con Changes resistances: +20% blight Changes resistances penetration: +20% darkness Changes damage: +11% blight / +3% darkness Maximum encumbrance: +24 Spell save: +11 (+5 eff.) Maximum stamina: +15.00 Rings make your fingers look great! |
Lorevon the steel ring Lorevon the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Damage (Melee): 10 light Damage (Ranged): 14 light Changes stats: +8 Str / +2 Mag / +5 Con Changes damage: +10% light / +3% mind Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Light radius: +1 See invisible: +9 Rings make your fingers look great! |
Xogatta the steel ring Xogatta the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Cun / +5 Wil Maximum mana: +100.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
Poroganne PoroganneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% lightning / +7% nature / +7% blight Changes damage: +13% lightning / +6% blight Spell save: +3 (+1 eff.) Poison immunity: +15% Disease immunity: +15% Stun/Freeze immunity: +23% Life regen: +1.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +1% Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 2 temporal Changes stats: +3 Dex / +4 Wil / +3 Con Changes resistances penetration: +5% nature / +15% temporal Spell save: +10 (+4 eff.) Mental save: +8 (+4 eff.) Maximum stamina: +15.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Woebile =6 Dex= Woebile =6 Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +6 Cun / +6 Dex Changes damage: +6% acid / +15% mind / +6% darkness Hate when firing a critical mind attack: +2.00 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Bilaromimnir the Tempestlash (111% power, 3 apr, fire element) Bilaromimnir the Tempestlash (111% power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +20% lightning Changes damage: +9% lightning / +15% fire / +3% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +58.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 4 cone, dealing 64.43 to 77.32 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Lustregrinder (129% power, 5 apr, temporal element) Lustregrinder (129% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Damage (Melee): 24 fire Changes stats: +17 Mag / +14 Wil / +5 Cun Changes resistances: +5% arcane / +3% light Maximum wards: +3 temporal Changes resistances penetration: +15% light / +10% arcane Changes damage: +15% light / +25% temporal Talents granted: +4 Ward +1 Command Staff Critical mult.: +26.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+5 eff.) Spell crit. chance: +4% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Scorchcutter' (125% power, 2 apr) =5 Str/7 Con= steel battleaxe 'Scorchcutter' (125% power, 2 apr) =5 Str/7 Con=Requires: - Strength 16 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 126% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 114 damage When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +7 Dex / +7 Mag / +7 Wil / +7 Cun / +7 Con Changes resistances: +3% fire Changes resistances penetration: +5% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming voratun greatsword of erosion (171% power, 4 apr)flaming voratun greatsword of erosion (171% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature Damage (radius 1) on hit: +19 fire Massive two-handed swords. |
Nightmarrow of the Blightspawn (111% power, 40 apr, mind damage) Nightmarrow of the Blightspawn (111% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 temporal When wielded/worn: Damage (Melee): 19 physical Changes stats: +13 Cun / -13 Wil Changes resistances: +18% physical / +6% darkness / +12% temporal Changes resistances penetration: +20% physical / +20% darkness / +15% temporal Changes damage: +20% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Mental save: +10 (+5 eff.) Hate per kill: +5.00 Psi per kill: +4.00 Maximum psi: +31.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to inflict 100.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. 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. |
cashmere robe 'Cinderthorn' (0 def, 0 armour) =3 Con= cashmere robe 'Cinderthorn' (0 def, 0 armour) =3 Con=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil / +3 Cun / +3 Con Changes resistances: +12% acid / +15% physical / +10% cold / +12% fire / +11% all Changes damage: +5% acid / +9% physical / +5% cold / +14% arcane / +15% fire Talent cooldown: Refit Golem (-3 turns) Silence immunity: +28% Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +35.00 Spellpower: +11 (+3 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Black Robe (6 def, 0 armour)Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+9 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
This item will automatically be transmogrified when you leave the level. Dairandur (5 def, 10 armour)Dairandur (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +3 Physical power: +30 (+8 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +5 Dex / +5 Mag Changes resistances: +10% arcane / +4% physical Spell save: +22 (+8 eff.) A suit of armour made of mail. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +5% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Turiblek' =3 Str= rough leather belt 'Turiblek' =3 Str=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% lightning / +3% fire / +6% light / +8% darkness Disease immunity: +10% Life regen: +2.00 Maximum stamina: +10.00 A belt that goes around your waist. |
Branydan (1 def, 0 armour) =4 Con= Branydan (1 def, 0 armour) =4 Con=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +5 Mag / +5 Wil / +4 Con Spell save: +6 (+3 eff.) Maximum mana: +41.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the hunter (2 def, 0 armour) murderer's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +5 Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +3 Cun / +1 Dex Maximum life: +61.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layewe (0 def, 1 armour) =Die-at= Layewe (0 def, 1 armour) =Die-at=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Fatigue: -5% Damage when hit (Melee): 2 physical Changes resistances: +1% physical Changes resistances penetration: +20% physical Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life A pair of boots made of leather. |
Baladulach the Blazequill (0 def, 5 armour) =2 Con= Baladulach the Blazequill (0 def, 5 armour) =2 Con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +20 (+5 eff.) Armour: +5 Fatigue: +2% Damage when hit (Melee): 2 lightning Changes stats: +1 Dex / +2 Cun / +2 Con Changes resistances penetration: +15% physical Physical save: +11 (+5 eff.) Mental save: +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour) =3 Str/6 Dex= brawler's hardened leather gloves of dexterity (+3) (0 def, 2 armour) =3 Str/6 Dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Changes stats: +3 Str / +6 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +3 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Uruchik the drakeskin leather gloves (0 def, 3 armour) Uruchik the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+6 eff.) Armour: +3 Damage (Melee): 10 lightning Changes stats: +3 Str / +6 Dex / +1 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +10% lightning Changes damage: +11% lightning Talent mastery: +0.20 Technique / Grappling Disarm immunity: +37% Infravision radius: +3 See invisible: +15 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +11 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gorabers the dwarven-steel gauntlets (0 def, 2 armour) =4 Str/8 Con= Gorabers the dwarven-steel gauntlets (0 def, 2 armour) =4 Str/8 Con=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +4 Str / +2 Dex / +4 Wil / +8 Con Changes resistances: +9% cold Changes damage: +6% mind Talent mastery: +0.20 Technique / Grappling Disarm immunity: +31% Light radius: +1 When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Gleamterror the voratun gauntlets (0 def, 3 armour) Gleamterror the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +3 Fatigue: +5% Damage (Melee): 11 nature Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +7% nature / +12% light Changes resistances penetration: +10% light Changes damage: +9% light / +7% nature / +6% arcane Talent cooldown: Double Strike (-1 turn) Critical mult.: +11.00% Physical save: +14 (+7 eff.) Spell crit. chance: +20% Mental crit. chance: +10% Light radius: +3 When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +33.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +10 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Gleamglean the elven-silk wizard hat (3 def, 0 armour) Gleamglean the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +3 (+1 eff.) Changes stats: +13 Str / +4 Dex Changes resistances: +30% nature Changes damage: +20% nature / +33% light Only die when reaching: -87.64 life Maximum stamina: +32.86 A pointy cloth hat, very wizardly... |
Demonsquall (0 def, 1 armour) =3 Dex= Demonsquall (0 def, 1 armour) =3 Dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +3 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% mind Changes damage: +3% mind A cap made of leather. |
Isydheth the rough leather cap (0 def, 1 armour) =Die-at= Isydheth the rough leather cap (0 def, 1 armour) =Die-at=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Changes damage: +6% physical Critical mult.: +5.00% Only die when reaching: -80.00 life Maximum stamina: +10.00 Mindpower: +4 (+1 eff.) A cap made of leather. |
Rharegotar (0 def, 9 armour) =4 Con/Breathing= Rharegotar (0 def, 9 armour) =4 Con/Breathing=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +4 Con Changes resistances: +7% cold Changes resistances penetration: +5% physical Allows you to breathe in: water Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life A cap made of leather. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Tarrolathador the iron helm (0 def, 3 armour) Tarrolathador the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +15% acid Confusion immunity: +20% Life regen: +4.00 Maximum life: +60.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 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. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 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. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 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. |
6 quartz 6 quartz0.00 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 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. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Morningminister the brass lantern Morningminister the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +6% light / +3% cold Cut immunity: +20% Maximum life: +80.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving brass lantern of health =2 Con= preserving brass lantern of health =2 Con=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight Life regen: +1.00 Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Murkbutcher (dig speed 40 turns) Murkbutcher (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Str Changes resistances: +9% acid / +6% temporal / +10% nature / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Arukira the dwarven-steel pickaxe (dig speed 13 turns) =10 Str= Arukira the dwarven-steel pickaxe (dig speed 13 turns) =10 Str=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +8.0% Physical power: +7 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +5 Wil Changes resistances penetration: +25% blight Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +4 Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of mindblast 'Freezepanic' [power 170] (15 cooldown) steel torque of mindblast 'Freezepanic' [power 170] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Changes resistances: +3% darkness / +6% cold Cut immunity: +20% Healing mod.: +5% It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
ash wand of shielding 'Abyssdredge' [power 194] (20 cooldown) =12 Con= ash wand of shielding 'Abyssdredge' [power 194] (20 cooldown) =12 Con=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +3 Wil / +12 Con Changes resistances: +6% acid See invisible: +6 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Flashking [power 302] (20 cooldown) Flashking [power 302] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +12% acid / +6% lightning Changes resistances penetration: +25% lightning / +20% arcane Changes damage: +6% lightning / +12% acid It can be used to create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Glissa3 the Doomelf Arcane Blade level 35
61st Pyre 123rd year of Ascendancy at 13:57 see stats
By Glissa3 the Doomelf Arcane Blade level 24
5th Allure 123rd year of Ascendancy at 12:05 see stats
By Glissa3 the Doomelf Arcane Blade level 38
5th Mirth 123rd year of Ascendancy at 11:17 see stats
By Glissa3 the Doomelf Arcane Blade level 18
8th Haze 122nd year of Ascendancy at 03:31 see stats
By Glissa3 the Doomelf Arcane Blade level 37
79th Pyre 123rd year of Ascendancy at 11:32 see stats
By Glissa3 the Doomelf Arcane Blade level 34
36th Pyre 123rd year of Ascendancy at 21:24 see stats
By Glissa3 the Doomelf Arcane Blade level 23
2nd Wintertide 123rd year of Ascendancy at 09:59 see stats
By Glissa3 the Doomelf Arcane Blade level 33
33rd Pyre 123rd year of Ascendancy at 03:49 see stats
By Glissa3 the Doomelf Arcane Blade level 6
77th Pyre 122nd year of Ascendancy at 14:08 see stats
By Glissa3 the Doomelf Arcane Blade level 24
5th Allure 123rd year of Ascendancy at 10:07 see stats
By Glissa3 the Doomelf Arcane Blade level 10
8th Mirth 122nd year of Ascendancy at 23:54 see stats
By Glissa3 the Doomelf Arcane Blade level 20
42nd Haze 122nd year of Ascendancy at 09:45 see stats
By Glissa3 the Doomelf Arcane Blade level 30
7th Pyre 123rd year of Ascendancy at 22:55 see stats
By Glissa3 the Doomelf Arcane Blade level 40
28th Dusk 123rd year of Ascendancy at 16:38 see stats
By Glissa3 the Doomelf Arcane Blade level 24
5th Allure 123rd year of Ascendancy at 12:05 see stats
By Glissa3 the Doomelf Arcane Blade level 31
13rd Pyre 123rd year of Ascendancy at 08:12 see stats
By Glissa3 the Doomelf Arcane Blade level 21
56th Haze 122nd year of Ascendancy at 21:21 see stats
By Glissa3 the Doomelf Arcane Blade level 35
41st Pyre 123rd year of Ascendancy at 06:31 see stats
By Glissa3 the Doomelf Arcane Blade level 16
60th Dusk 122nd year of Ascendancy at 20:22 see stats
By Glissa3 the Doomelf Arcane Blade level 37
79th Pyre 123rd year of Ascendancy at 16:12 see stats
By Glissa3 the Doomelf Arcane Blade level 24
5th Allure 123rd year of Ascendancy at 12:05 see stats
By Glissa3 the Doomelf Arcane Blade level 25
39th Regrowth 123rd year of Ascendancy at 10:29 see stats
By Glissa3 the Doomelf Arcane Blade level 6
3rd Mirth 122nd year of Ascendancy at 10:41 see stats
By Glissa3 the Doomelf Arcane Blade level 24
5th Allure 123rd year of Ascendancy at 12:05 see stats
By Glissa3 the Doomelf Arcane Blade level 16
56th Dusk 122nd year of Ascendancy at 06:42 see stats
By Glissa3 the Doomelf Arcane Blade level 39
9th Dusk 123rd year of Ascendancy at 06:05 see stats
By Glissa3 the Doomelf Arcane Blade level 21
79th Haze 122nd year of Ascendancy at 03:50 see stats
By Glissa3 the Doomelf Arcane Blade level 24
3rd Allure 123rd year of Ascendancy at 11:29 see stats
By Glissa3 the Doomelf Arcane Blade level 19
35th Haze 122nd year of Ascendancy at 18:36 see stats
By Glissa3 the Doomelf Arcane Blade level 40
60th Dusk 123rd year of Ascendancy at 13:44 see stats
By Glissa3 the Doomelf Arcane Blade level 34
40th Pyre 123rd year of Ascendancy at 08:27 see stats
Log
Something hits Dread for 238 cold damage.
Something hits Mirror Image for 222 cold damage.
Something hits Dread for 238 cold damage.
Orc necromancer receives 306 healing from Pride of the Orcs.
Orc necromancer casts Rune: Acid Wave.
Something misses Mirror Image.
Ghoulking speeds up.
Orc necromancer hits Mirror Image for 106 acid damage.
Orc necromancer hits Dread for 122 acid damage.
Orc necromancer misses Mirror Image.
Orc corruptor casts Rune: Shielding.
A shield forms around orc corruptor.
Your shield crumbles under the damage!
The shield around Glissa3 crumbles.
Weakness Disease from Orc corruptor hits Glissa3 for (48 absorbed), 0 blight (0 total damage).
Cauterize hits Glissa3 for 107 fire damage.
Glissa3 hits Glissa3 for (2 absorbed) damage.
Orc corruptor casts Rune: Blink.
Orc corruptor is out of phase.
Orc corruptor's blight area effect hits Orc corruptor for (73 absorbed), 0 blight (0 total damage).
Orc corruptor's blight area effect hits Glissa3 for 71 blight damage.
Orc corruptor's blight area effect hits Armoured skeleton warrior for 72 blight damage.
Orc corruptor's blight area effect hits Dread for 79 blight damage.
Orc necromancer's desolate waste area effect hits Mirror Image for 32 cold damage.
Orc necromancer's desolate waste area effect hits Mirror Image for 36 cold damage.
Orc necromancer's desolate waste area effect hits Mirror Image for 36 cold damage.
Orc necromancer roars triumphantly.
Orc necromancer's River of Souls hits Mirror Image for 58 darkness damage.
Orc necromancer's River of Souls hits Glissa3 for 74 darkness damage.
Glissa3 the level 41 doomelf arcane blade was shadowed to death by an orc necromancer on level 1 of Rak'shor Pride.