Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 23 / 25% |
Size | medium |
Lifes / Deaths | Killed by giant venus flytrap at level 3 on the 75th Pyre 122nd year of Ascendancy at 18:57 0 / 7Killed by Emelylrata the ultimate shivgoroth at level 21 on the 60th Dusk 122nd year of Ascendancy at 07:51 Killed by Emelylrata the ultimate shivgoroth at level 21 on the 60th Dusk 122nd year of Ascendancy at 09:16 Killed by Emelylrata the ultimate shivgoroth at level 21 on the 60th Dusk 122nd year of Ascendancy at 10:21 Killed by Celia at level 23 on the 8th Haze 122nd year of Ascendancy at 01:09 Killed by Urkis, the High Tempest at level 23 on the 15th Haze 122nd year of Ascendancy at 01:16 Killed by Urkis, the High Tempest at level 23 on the 15th Haze 122nd year of Ascendancy at 01:33 |
Primary Stats
Strength | 21 (base 11) |
Dexterity | 43 (base 35) |
Constitution | 35 (base 31) |
Magic | 33 (base 23) |
Willpower | 35 (base 10) |
Cunning | 53 (base 28) |
Resources
Life | -189/623 |
Mana | 357/357 |
Stamina | 180/246 |
Healing Factor | 1.3416660017318 |
Regeneration | 11.628953096764 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 7 |
See Stealth | 53.592476402385 |
See Invisible | 53.592476402385 |
Offense: Mainhand
Damage | 63 |
Accuracy | 51 |
Crit Chance | 36% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 51 |
Crit Chance | 36% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +12% |
Darkness | +11% |
Nature | +6% |
Physical | +17% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +5% |
Darkness | +10% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (62.946778433524%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 42 |
Mental Save | 26 |
Defense: Resistances
Arcane | + 20%( 70%) |
Mind | + 20%( 70%) |
All | + 9%( 70%) |
Lightning | + 12%( 70%) |
Light | + 34%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 14%( 70%) |
Darkness | + 18%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 0% |
Teleport Resistance | 20% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 65 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 225 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Stealth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning 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 |
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 |
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 Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 41. | 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 |
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: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Ivavena the pair of hardened leather boots (0 def, 3 armour) Ivavena the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +6 Dex / +2 Wil / +8 Lck Changes resistances: +12% light / +3% lightning Stealth bonus: +5 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 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. |
On head | Bloomcrack the hardened leather cap (6 def, 9 armour) Bloomcrack the hardened leather cap (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 2 cold Changes resistances: +9% nature / +15% light / +4% all Changes resistances penetration: +5% nature Changes damage: +12% light / +6% nature Physical save: +8 (+4 eff.) A cap made of leather. |
On hands | Adyvena the hardened leather gloves (15 def, 2 armour) Adyvena the hardened leather gloves (15 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +1 Str Changes damage: +9% physical Life regen: +3.00 Stamina each turn: +0.50 Only die when reaching: -60.00 life Maximum stamina: +18.00 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 | Poliratta the Skyravager [power 116] (10/17 cooldown) Poliratta the Skyravager [power 116] (10/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances penetration: +5% fire Changes damage: +6% lightning It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Xanemina XaneminaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+7 eff.) Changes stats: +2 Str Changes resistances: +12% mind / +3% temporal Changes damage: +12% mind Only die when reaching: -20.00 life Healing mod.: +15% Rings make your fingers look great! |
On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 11/35) : Effective talent level: 2.0 Power cost: 30 out of 11/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 207 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)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 (+4 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. |
Around waist | Duskborn the rough leather belt Duskborn the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% darkness / +3% physical Pinning immunity: +10% Teleport immunity: +20% Maximum life: +30.00 A belt that goes around your waist. |
In off hand | Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)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 79.98 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. |
Cloak | Aereminne the linen cloak (8 def, 0 armour) Aereminne the linen cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +8 (+2 eff.) Changes stats: +1 Str / +2 Dex Physical save: +5 (+2 eff.) Only die when reaching: -20.00 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 | Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
wild infusion (res 17%; mental; dur 4; cd 15) wild infusion (res 17%; mental; dur 4; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (res 22%; mental; dur 2; cd 15) wild infusion of the titan (res 22%; mental; dur 2; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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. |
wild infusion of the warrior (res 19%; magical; dur 2; cd 15) wild infusion of the warrior (res 19%; magical; dur 2; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
biting gale rune of the psychic (damage 107; dur 4; cd 17) biting gale rune of the psychic (damage 107; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 107.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower 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. |
biting gale rune of the wizard (damage 126; dur 4; cd 22) biting gale rune of the wizard (damage 126; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 20; cd 10)teleportation rune (range 20; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
clarifying steel amulet of dexterity (+3) clarifying steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +26% Amulets make your neck look great! |
mindweaver's copper amulet of manastreaming mindweaver's copper amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +6 (+3 eff.) Confusion immunity: +12% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
stabilizing steel amulet of constitution (+3) stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% temporal Pinning immunity: +22% Knockback immunity: +26% Amulets make your neck look great! |
steel amulet 'Durotorand' steel amulet 'Durotorand'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Fatigue: -5% Changes stats: +4 Str / +1 Dex Changes resistances: +3% blight / +6% temporal Changes damage: +3% mind Life regen: +2.00 Amulets make your neck look great! |
Blackwreck the copper ring Blackwreck the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +3 Str Changes resistances: +9% light / +6% darkness Changes damage: +3% darkness Rings make your fingers look great! |
gold ring of frost (+24%) gold ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
titan's copper ring of corrosion (+20%) titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of nature (+22%) warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
warrior's steel ring of pilfering warrior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +6 Defense: +9 (+2 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Balezor the steel dagger (17-22 power, 6 apr) Balezor the steel dagger (17-22 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +1 Dex Changes resistances: +12% light Changes damage: +6% physical Only die when reaching: -60.00 life Sharp, short and deadly. |
Emutha the Stormglamour (10-13 power, 6 apr) Emutha the Stormglamour (10-13 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 temporal Damage (radius 1) on hit: +7 fire When wielded/worn: Changes resistances: +5% arcane / +12% lightning Changes resistances penetration: +15% temporal Changes damage: +6% lightning Sharp, short and deadly. |
dwarven-steel dagger of enduring (17-22 power, 7 apr) dwarven-steel dagger of enduring (17-22 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +45.00 Sharp, short and deadly. |
steel dagger of massacre (19-25 power, 6 apr) steel dagger of massacre (19-25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.5 - 25.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
stormbringer's steel dagger of erosion (11-14 power, 6 apr) stormbringer's steel dagger of erosion (11-14 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 2) on crit: +12 lightning / +5 cold When wielded/worn: Changes resistances penetration: +7% lightning / +7% cold Movement speed: +25% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel longsword of paradox (13-18 power, 3 apr)balanced steel longsword of paradox (13-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+1 eff.) Changes resistances: +7% temporal Disarm immunity: +24% Sharp, long, and deadly. |
Emivena the Dimwalker Emivena the DimwalkerRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +4 darkness When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Dex / +1 Wil / +2 Con Talent mastery: +0.10 Wild-gift / Fungus Reduces incoming crit damage: 10.00% It can be used to regenerate 82 life over 5 turns Activation puts all charms on cooldown for 17 turns. Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt 'Gyriama' rough leather belt 'Gyriama'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +3 Cun Changes resistances: +9% temporal / +6% light / +7% darkness Changes resistances penetration: +5% temporal Light radius: +3 A belt that goes around your waist. |
Brandraptor (2 def, 0 armour) Brandraptor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Str / +6 Wil / +2 Con Changes resistances: +18% fire Reduces incoming crit damage: 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Zaneroddarab' (2 def, 0 armour) cashmere cloak 'Zaneroddarab' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Dex / +1 Cun / +2 Con Changes damage: +3% acid / +6% physical Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of mindcraft (1 def, 0 armour) murderer's linen cloak of mindcraft (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Wil / +4 Cun Mental 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. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
undeterred pair of rough leather boots of invasion (0 def, 1 armour) undeterred pair of rough leather boots of invasion (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +1 Changes resistances penetration: +6% physical Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +21% A pair of boots made of leather. |
linen wizard hat of arcana (1 def, 0 armour) linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +3 Wil Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A cap made of leather. |
hardened leather armour 'Bloomseam' (9 def, 6 armour) hardened leather armour 'Bloomseam' (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+4 eff.) Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +1 Con Changes resistances: +3% nature Critical mult.: +12.00% Silence immunity: +20% Light radius: +3 A suit of armour made of leather. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
69 alchemist agate 69 alchemist agate0.00 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. |
8 aquamarine 8 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eralar the Forestraven (dig speed 24 turns) Eralar the Forestraven (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +4% physical Changes resistances penetration: +15% nature Physical save: +12 (+6 eff.) Maximum stamina: +20.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Boltspar BoltsparPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Changes resistances penetration: +25% lightning / +15% nature Changes damage: +6% lightning 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. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)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. |
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. |
evasive steel torque of gale force [power 150] (10/13 cooldown) evasive steel torque of gale force [power 150] (10/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of mindblast [power 175] (10/13 cooldown) evasive steel torque of mindblast [power 175] (10/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 188] (10/13 cooldown) ash totem of healing [power 188] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Blazewreath' [power 250] (10/22 cooldown) yew totem of summon tentacle 'Blazewreath' [power 250] (10/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +9% light Critical mult.: +10.00% Maximum psi: +20.00 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 620 Base Damage: 256 Armor: 7 All Resist: 13 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
cleansing ash wand of shielding [power 182] (10/17 cooldown) cleansing ash wand of shielding [power 182] (10/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating ash wand of lightning storm [power 194] (10/13 cooldown) innervating ash wand of lightning storm [power 194] (10/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (205 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
4 ametrine 4 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. |
4 citrine 4 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. |
zircon 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. |
Achievements
By Kencens the Cornac Shadowblade level 13
5th Dusk 122nd year of Ascendancy at 12:07 see stats
By Kencens the Cornac Shadowblade level 20
51st Dusk 122nd year of Ascendancy at 12:38 see stats
By Kencens the Cornac Shadowblade level 22
74th Dusk 122nd year of Ascendancy at 04:40 see stats
By Kencens the Cornac Shadowblade level 10
1st Mirth 122nd year of Ascendancy at 02:53 see stats
By Kencens the Cornac Shadowblade level 20
51st Dusk 122nd year of Ascendancy at 07:48 see stats
By Kencens the Cornac Shadowblade level 21
60th Dusk 122nd year of Ascendancy at 14:54 see stats
By Kencens the Cornac Shadowblade level 7
77th Pyre 122nd year of Ascendancy at 16:34 see stats
By Kencens the Cornac Shadowblade level 13
7th Mirth 122nd year of Ascendancy at 14:18 see stats
By Kencens the Cornac Shadowblade level 16
35th Dusk 122nd year of Ascendancy at 20:42 see stats
By Kencens the Cornac Shadowblade level 23
15th Haze 122nd year of Ascendancy at 01:17 see stats
Log
Kencens deflects the projectile from Urkis, the High Tempest to the south!
Kencens is not dazed anymore.
Kencens is no longer evading attacks.
Hurricane from Urkis, the High Tempest hits Kencens for 39 lightning damage.
Kencens casts Illuminate.
Kencens hits Urkis, the High Tempest for 41 light damage.
Thunderstorm hits Kencens for 5 lightning damage.
Hurricane from Urkis, the High Tempest hits Kencens for 64 lightning damage.
Kencens performs a melee critical strike against Urkis, the High Tempest!
Kencens performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest resists the shadowy cut
Kencens hits Urkis, the High Tempest for 89 physical, 42 arcane, 44 darkness, 43 physical (219 total damage).
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits Kencens for 98 lightning damage.
Kencens is dazed!
Thunderstorm hits Kencens for 24 lightning damage.
Kencens is not dazed anymore.
Talent Heartseeker is ready to use.
LIFE LOST WARNING!
Hurricane from Urkis, the High Tempest hits Kencens for 44 lightning damage.
Urkis, the High Tempest shrugs off Kencens's 'Shadow Cut'!
Kencens hits Urkis, the High Tempest for 52 physical, 36 arcane, 19 darkness, 19 physical (127 total damage).
Urkis, the High Tempest speeds up.
Thunderstorm hits Kencens for 14 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Kencens for 128 lightning damage.
Kencens the level 23 cornac shadowblade was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.