











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Greenwatch 1.7.4Two new Wilder subclasses emerge: the Woods Walker and the Anamage. --== Woods Walker ==-- Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature. Class Talent Trees: Generic Talent Trees: --== Anamage ==-- A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane. Class Talent Trees: Generic Talent Trees: Enjoy! -Mister Vimes Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 22 / 50% |
Size | medium |
Lifes / Deaths | Killed by Dawn's Inner Demon at level 20 on the 46th Dusk 122nd year of Ascendancy at 15:17 1 / 5Killed by Isloldamina the black ooze at level 20 on the 55th Dusk 122nd year of Ascendancy at 13:10 Killed by Eilinivea the shadowblade at level 22 on the 65th Dusk 122nd year of Ascendancy at 22:41 Killed by Yvanor the maulotaur at level 22 on the 66th Dusk 122nd year of Ascendancy at 01:26 Killed by Dawn at level 22 on the 66th Dusk 122nd year of Ascendancy at 01:31 |
Primary Stats
Strength | 49 (base 40) |
Dexterity | 15 (base 10) |
Constitution | 27 (base 19) |
Magic | 51 (base 49) |
Willpower | 19 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 648/648 |
Mana | 271/271 |
Stamina | 218/218 |
Positive | 113/113 |
Healing Factor | 1.3386945338483 |
Regeneration | 5.6894517688554 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
Offense: Mainhand
Damage | 70 |
Accuracy | 45 |
Crit Chance | 11% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +39% |
Nature | +6% |
Physical | +4% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Acid | +9% |
Darkness | +30% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 43.551211628464 (73.607947236566%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 24 |
Physical Save | 30 |
Spell Save | 33 |
Mental Save | 20 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 9%( 70%) |
All | + 3%( 70%) |
Lightning | + 37%( 70%) |
Light | + 65%( 70%) |
Temporal | + 17%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 32%( 70%) |
Nature | -35%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Stun Resistance | 30% |
Blind Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 62% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 28 up to 5 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 39 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 355 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by Neruleda the rattlesnake. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed green worm. * You've found the needed bear paw. | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Dex +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% lightning +4% physical Res.pen +5% lightning ----- def ----- Armour +6 Fatigue +1% Resists +12% lightning +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Res.pen +25% darkness ----- def ----- Resists +6% darkness Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature +15% fire Acc +20 (+7 eff.) ----- def ----- Resists +30% fire ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Con dps ---------- Melee+ 16 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Fatigue -4% Resists +23% lightning +14% temporal Spell.save +3 (+1 eff.) HP.reg +2.00 Pinning- +22% Stun/Frz- +30% Knockbk- +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 light On Crit.r2 +16 acid +11 nature On Hit: * 10 arcane resource burn * 20% chance to slow global speed by 40% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% acid +12% nature Apr +8 ----- def ----- Resists +6% blight Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% light On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Defense +10 (+8 eff.) Resists +9% light Phys.save +7 (+3 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Max.HP +77.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Res.pen +5% fire Melee Ret 6 acid ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 5 light 6 darkness Dmg.mod +6% light +5% darkness On Melee Ret: * 6% chance to reduce damage dealt by 13% * 6% chance to blind ----- def ----- Armour +4 Defense +5 (+5 eff.) Res.Cap +2% all Phys.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +10% nature +19% blight Poison- +28% Disease- +27% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature +6% temporal ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+4 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +11 (+5 eff.) Dmg.mod +10% fire ---------- misc Vim/s.crit +2.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +14.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.60 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+5 eff.) Dmg.mod +15% lightning +15% cold +15% arcane +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% physical ----- def ----- HP.reg +0.60 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +21% physical +20% fire Res.pen +15% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +12.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +3% Spell.pwr +26 (+10 eff.) Melee+ 15 arcane Dmg.mod +20% temporal ---------- misc Mana/turn +0.28 Max.mana +34.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Nature Power 24.0 - 28.8 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +24% cold ----- def ----- Defense +7 (+7 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.94 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +32% darkness +9% cold Res.pen +5% lightning +30% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Nature/Psionic Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature +10 mind On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all +10% physical Acc +31 (+11 eff.) Apr +14 Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 30.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 cold Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +17 (+6 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +43% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: ----- def ----- Defense +10 (+8 eff.) Resists +9% nature Phys.save +15 (+7 eff.) Spell.save +6 (+3 eff.) Pinning- +20% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 light Against +10% Undead On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Acc +30 (+10 eff.) ----- def ----- Phys.save +6 (+3 eff.) Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 nature +20 fire On Hit.r1 +4 lightning While equipped: Stats +3 Con Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: ----- def ----- Resists +9% mind +6% fire Crit.chn- 5.00% Max.HP +20.00 Poison- +20% Cut- +10% Knockbk- +10% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +14 acid +19 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Mag dps ---------- Phys.crit +5.0% Crit.mult +15.00% Res.pen +14% acid +5% blight +8% nature +6% all Acc +11 (+4 eff.) Apr +15 ---------- misc Max.mana +40.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Nature Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +16 acid +14 nature While equipped: Stats +5 Str +1 Dex +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind Res.pen +6% acid +8% nature Apr +9 ---------- misc See.Invis +12 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Nature Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +7 Con +7 Wil ----- def ----- Max.HP +23.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Arcane/Psionic Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 19 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Disease- +10% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 nature +16 acid On Hit.r1 +20 temporal On Crit.r2 +8 acid +4 cold While equipped: dps ---------- Dmg.mod +9% temporal One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +7 (+3 eff.) One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 cold On Hit: * Create an explosion dealing 61 fire damage (1/turn) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Dmg.mod +9% blight +7% fire +3% mind Res.pen +10% blight +9% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 15 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +8% physical Acc +8 (+3 eff.) Apr +5 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +6 (+2 eff.) Apr +7 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 temporal On Hit.r1 +8 fire While equipped: ----- def ----- Resists +9% temporal One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +5.0% Atk.spd 100% Phasing +11% Melee+ +5 cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Impotence 3 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 23.5 - 30.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Psionic Power 21.0 - 27.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 temporal +8 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +4 Cun +2 Wil ----- def ----- Resists +9% temporal Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 3 darkness Dmg.mod +2% mind +3% darkness ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +4 arcane On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 physical Dmg.mod +3% mind +4% physical Res.pen +10% physical Melee Ret 6 mind ----- def ----- Resists +6% physical Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +9 (+5 eff.) ---------- misc Equi/ret +1.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% Ranged+ +17 cold While equipped: Stats +5 Cun dps ---------- Phys.spd +10% Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +10 Crit +2.0% Capacity 20 Ranged+ +8 darkness On Hit.r1 +16 nature On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 13% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Ranged+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 19 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Master Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Nature Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +5 nature +12 fire On Hit.r1 +12 acid +8 fire +12 temporal On Crit.r2 +20 fire Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +5.0% Capacity 22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Hit.r1 +12 fire On Crit.r2 +8 acid On Hit: * 20% chance to reduce all saves and defense by 15 * 20% chance to reduce armor by 29% While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 acid 4 fire ----- def ----- Armour +2 Fatigue +8% Resists +3% light ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +36 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 13% chance to reduce armor by 29% While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +4 Fatigue +8% Max.HP +46.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 fire While equipped: Stats +1 Str dps ---------- Melee Ret 13 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% mind +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 40.5 - 48.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +97 On Crit.r2 +12 physical While equipped: Stats +3 Dex dps ---------- Melee+ 17 cold Melee Ret 10 ice ----- def ----- Armour +6 Fatigue +8% Resists +9% light +1% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+5 eff.) Dmg.mod +7% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Melee+ 14 acid 14 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +8 Defense +10 (+8 eff.) Fatigue +7% Resists +18% acid +6% temporal +9% blight +16% fire +7% arcane Phys.save +6 (+3 eff.) Spell.save +16 (+7 eff.) Max.HP +20.00 Knockbk- +20% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+10 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+8 eff.) Fatigue +8% Max.HP +62.00 HP.reg +6.90 Heal.mod +13% A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% nature +11% blight A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Mind.save +15 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +29.00 HP.reg +2.20 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +12 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +6% fire ----- def ----- Resists +6% cold Max.HP +31.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +3% cold +2% physical Phys.save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +6% darkness +3% temporal Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+6 eff.) Phys.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. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +10% darkness +10% light ----- def ----- Defense +2 (+2 eff.) Resists +3% acid +18% darkness +9% nature +6% light Stealth +16 Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +1 Str +3 Dex dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +15% temporal +19% darkness +9% light Phys.save +9 (+4 eff.) Die.at -60.00 life Def/telep +15 Res/telep +12% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +6% acid Res.pen +25% acid Acc +5 (+2 eff.) Apr +5 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+2 eff.) Resists +3% nature +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +25% lightning +10% cold ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +6% lightning +15% cold +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% light Melee Ret 4 acid ----- def ----- Armour +7 Resists +15% acid +12% fire +9% lightning Spell.save +6 (+3 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +2 ----- def ----- Armour +4 Fatigue +2% Resists +3% darkness Max.HP +20.00 Knockbk- +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +13 Defense +10 (+8 eff.) Fatigue -3% Resists +3% physical Crit.chn- 10.00% Max.HP +31.00 HP.reg +2.00 Pinning- +20% ---------- misc Stam/turn +0.30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Resists +1% physical Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +15% ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +10% nature ----- def ----- Armour +4 Defense +15 (+11 eff.) Fatigue +3% Resists +9% light Mind.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% ----- def ----- Armour +7 Fatigue -3% Resists +9% fire Phys.save +9 (+4 eff.) ---------- misc Max.enc +27 Infravis +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% Res.pen +25% mind Melee Ret 8 mind 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Armour +4 Fatigue -3% Resists +3% lightning Max.HP +36.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +3% HP.reg +3.00 Heal.mod +12% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold 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. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+2 eff.) Dmg.mod +12% nature ----- def ----- Defense +2 (+2 eff.) Resists +18% nature ---------- misc Mana/turn +0.16 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +30% darkness Melee Ret 10 darkness ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +20.00% ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane ---------- misc Max.hate +4.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +3 Defense +10 (+8 eff.) Fatigue +3% Resists +13% light +13% darkness +6% mind Mind.save +6 (+3 eff.) Silence- +20% ---------- misc See.Invis +6 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +15% fire +18% darkness +5% arcane Phys.save +17 (+8 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Str +3 Dex +3 Wil +4 Cun dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Fatigue +3% Resists +12% light +12% darkness ---------- misc Light +2 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Melee Ret 2 cold ----- def ----- Armour +3 Fatigue +5% Resists +6% mind Die.at -40.00 life Poison- +10% Pinning- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +2 Con dps ---------- Res.pen +20% nature ----- def ----- Armour +4 Fatigue +4% Resists +10% lightning +6% temporal +9% nature Crit.chn- 5.00% ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +2% Dmg.mod +3% light +3% temporal Melee Ret 4 light 6 temporal ----- def ----- Resists +6% blight HP.reg +7.00 ---------- misc Equi/ret +0.12 Psi/ret +0.04 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Dawn the Cornac Sun Paladin level 11
14th Dusk 122nd year of Ascendancy at 03:53 see stats
By Dawn the Cornac Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 15:56 see stats
By Dawn the Cornac Sun Paladin level 20
46th Dusk 122nd year of Ascendancy at 06:48 see stats
By Dawn the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:55 see stats
By Dawn the Cornac Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 07:45 see stats
By Dawn the Cornac Sun Paladin level 13
24th Dusk 122nd year of Ascendancy at 07:53 see stats
By Dawn the Cornac Sun Paladin level 18
43rd Dusk 122nd year of Ascendancy at 01:31 see stats
By Dawn the Cornac Sun Paladin level 22
66th Dusk 122nd year of Ascendancy at 01:31 see stats
Log
Yvanor the maulotaur slows down.
Dawn hits Yvanor the maulotaur for (12 flat reduction), (46 blocked), 0 physical, (10 flat reduction), 0 arcane, (12 flat reduction), (1 blocked), 0 light, (6 flat reduction), 0 physical, (12 flat reduction), (43 blocked), 0 light, (2 flat reduction), 0 fire, (12 flat reduction), (11 blocked), 0 light (0 total damage).
Weapon of Wrath hits Yvanor the maulotaur for (12 flat reduction), (26 blocked), 0 fire (0 total damage).
Shield of Light hits Yvanor the maulotaur for (12 flat reduction), (12 blocked), 0 light, (7 flat reduction), 0 physical, (12 flat reduction), (48 blocked), 0 light, (3 flat reduction), 0 fire, (12 flat reduction), (13 blocked), 0 light, (5 flat reduction), 0 fire (0 total damage).
Dawn reflects damage back to Yvanor the maulotaur!
Burning from Yvanor the maulotaur hits Dawn for (29 absorbed), 0 fire (0 total damage).
Dawn hits Yvanor the maulotaur for 29 reflected damage.
Yvanor the maulotaur throws two quick punches.
Your shield crumbles under the damage!
The shield around Dawn crumbles.
Yvanor the maulotaur casts Flame.
Yvanor the maulotaur casts Manathrust.
Yvanor the maulotaur casts Flame.
Yvanor the maulotaur damages himself through Martyrdom!
Dawn reflects damage back to Yvanor the maulotaur!
Yvanor the maulotaur hits Dawn for (15 absorbed), 78 physical, 8 arcane, 6 arcane, 29 fire, 64 arcane, 69 physical, 8 arcane, 6 arcane, 29 fire (298 total damage).
Shield of Light hits Dawn for 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing, 7 healing (0 total damage) [65 healing].
Melee retaliation hits Yvanor the maulotaur for (12 flat reduction), (6 blocked), 0 light, (0 flat reduction), 0 fire, (12 flat reduction), (6 blocked), 0 light, (0 flat reduction), 0 fire (0 total damage).
Dawn hits Yvanor the maulotaur for 15 reflected, (8 flat reduction), 0 physical, (1 flat reduction), 0 arcane, (1 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (6 flat reduction), 0 arcane, (7 flat reduction), 0 physical, (1 flat reduction), 0 arcane, (1 flat reduction), 0 arcane, (1 flat reduction), 0 fire (15 total damage).
Dawn the level 22 cornac sun paladin was blazed to death by Yvanor the maulotaur on level 1 of The Maze.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Shield of Light killed Dawn!
Saving game...
Talent Crusade is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!