










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 23 / 14% |
Size | medium |
Lifes / Deaths | Killed by Salayarin the gigantic corrosive tunneler at level 23 on the 75th Dusk 122nd year of Ascendancy at 00:29 / 1 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 17 (base 10) |
Constitution | 14 (base 13) |
Magic | 59 (base 53) |
Willpower | 43 (base 39) |
Cunning | 21 (base 11) |
Resources
Life | -124/455 |
Mana | 228/479 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325008 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 21 |
Accuracy | 13 |
Crit Chance | 18% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +18% |
Mind | +17% |
Fire | +59% |
Cold | +21% |
Nature | +9% |
Offense: Damage Penetration
Acid | +5% |
Physical | +5% |
Arcane | +5% |
Fire | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 18 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 28 |
Mental Save | 29 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 18%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 20%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 28%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 237 damage for 4 turns. Its effects scale with your Magic 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 50 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. |
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 (61 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: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Air | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Xanawen the snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | 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 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 Alchemists | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Cun ----- def ----- Armour +1 Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.stam +20.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% acid +3% cold +9% light Max.HP +44.00 ---------- 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +5% physical ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal +3% darkness Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire +3% cold ----- def ----- Resists +3% lightning +6% temporal +9% darkness +3% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 228 Base Damage: 111 Armor: 3 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire +14% mind +15% light Res.pen +15% fire Melee Ret 2 fire ----- def ----- Resists +14% mind +3% fire ---------- misc Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire +9% nature +9% cold ----- def ----- Resists +6% lightning +22% fire +6% nature +3% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Cun +7 Lck dps ---------- Dmg.mod +3% mind Res.pen +5% arcane +15% mind ----- def ----- Resists +6% mind Anom.red +14 Stealth +6 Max.HP +74.00 ---------- misc T.Disarm +7 Mana/turn +0.24 Max.mana +60.00 Max.stam +34.00 Max.hate +12.00 Max.psi +24.00 Max.vim +22.00 Max.P.En +24.00 Max.N.En +25.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +21.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Defense +7 (+4 eff.) Resists +6% light +3% cold +5% arcane +3% nature ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 88.18 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. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +43.00 Unarmed combat: Power 11.5 - 12.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Battle Shout 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +3% light +18% fire ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +15% acid +3% fire A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +6% acid +6% lightning Max.HP +33.00 ---------- misc Max.stam +30.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. 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 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 350 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 [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 cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to unleash a cone dealing 50.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 10% all resistance, you move 30% faster, and you are invisible (power 16). 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 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 86 damage for 4 turns. 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 [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 145 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 270 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% mind Phasing +20% ----- def ----- Phys.save +11 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +17 (+8 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Max.hate +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Cun ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% acid Melee Ret 10 cold ----- def ----- Armour +2 Defense +5 (+3 eff.) Poison- +10% Stun/Frz- +10% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +11% fire Acc +15 (+9 eff.) ----- def ----- Resists +22% fire Phys.save +3 (+3 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% cold Acc +6 (+4 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+2 eff.) Resists +22% darkness Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+5 eff.) Apr +13 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+11 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 light On Hit.r1 +4 lightning While equipped: Stats +8 Con +5 Wil dps ---------- Dmg.mod +15% lightning Melee Ret 8 cold ----- def ----- Resists +6% light +9% lightning Max.HP +10.00 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 71 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +5% cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 darkness +16 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Cun dps ---------- Phys.crit +12.0% Crit.mult +5.00% ---------- misc Psi/ret +0.08 Hate/m.crit +1.00 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 darkness Against +17% Living On Hit.r1 +4 nature On Crit.r2 +8 mind On Hit: * 20% chance to slow global speed by 46% While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% darkness Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +22% Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Master/Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 arcane +10 temporal On Hit.r1 +12 arcane On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% physical Acc +14 (+8 eff.) Apr +9 ----- def ----- Resists +5% arcane +13% temporal Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+7 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +28% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Disrupt Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit: * 14 arcane resource burn Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Disrupt Power 27.5 - 44.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% On Crit: * Deals 49 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +5 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +10.00 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Nature Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +44.00 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +2.0% Acc +8 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 nature On Crit.r2 +8 acid +21 nature While equipped: Stats +11 Str +10 Dex +9 Mag +8 Wil +11 Cun +14 Con dps ---------- Phys.crit +5.0% Dmg.mod +6% nature Res.pen +21% acid +20% nature Acc +11 (+7 eff.) Apr +12 ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +3 Dex +1 Mag +5 Con dps ---------- Crit.mult +5.00% ----- def ----- Resists +1% physical Crit.chn- 15.00% ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 114 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +12 cold While equipped: dps ---------- Dmg.mod +14% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Psionic Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +8% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Nature/Disrupt Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature On Hit: * 5% chance to slow global speed by 46% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Master Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +7% physical Acc +5 (+4 eff.) Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.5 - 8.2 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% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +3 (+1 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 [Ego++] 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 +8.5% Atk.spd 100% On Hit: * 5% chance to slow global speed by 46% * 7% chance to reduce armor by 32% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 cold Dmg.mod +4% cold Res.pen +7% cold ----- def ----- Armour +7 Resists +7% cold ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +5 lightning While equipped: dps ---------- Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Defense +8 (+4 eff.) Resists +15% lightning Crit.chn- 10.00% Mind.save +6 (+3 eff.) Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 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 119.52 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 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +15% darkness Res.pen +25% fire ----- def ----- Defense +8 (+4 eff.) ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 88.18 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 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Phys.save +7 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+3 eff.) ---------- 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 Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ----- def ----- Phys.save +5 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) ---------- 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 Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+7 eff.) Dmg.mod +20% cold ---------- misc Mana/turn +0.37 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 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% physical ---------- 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 Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid Res.pen +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Defense +9 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 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 88.18 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. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Psionic/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 20 On Melee Ret: * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +19% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Disrupt/Steamtech Power 25.5 - 38.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Melee+ +10 nature On Hit: * 14 arcane resource burn Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +7 Wil dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% fire ----- def ----- Resists +12% cold ---------- misc Max.hate +6.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+5 eff.) One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 71 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +5% acid Res.pen +6% acid One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 light Against +10% Undead On Hit.r1 +5 fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature/Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Res.pen +10% physical Acc +8 (+5 eff.) Apr +8 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Resists +6% fire +9% cold +9% light +6% nature Spell.save +14 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Crit.mult +20.00% Dmg.mod +9% darkness Melee Ret 6 fire ----- def ----- Resists +8% lightning +8% temporal +6% darkness A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +5 (+5 eff.) ----- def ----- Resists +5% lightning +9% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +5% fire +6% cold Die.at -40.00 life Heal.mod +5% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +6 Mag +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Mana/turn +0.26 Max.mana +22.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +15% blight Crit.chn- 10.00% Mind.save +8 (+4 eff.) Max.HP +40.00 Heal.mod +10% 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 [Ego] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 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 [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +11% darkness +13% temporal Def/telep +10 Res/telep +11% Dur/telep +16% 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 [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +7 (+4 eff.) Phys.save +8 (+6 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 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 10 lightning On Melee Ret: * 5% chance to slow global speed by 46% * 6 arcane resource burn ----- def ----- Resists +9% light +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% nature +14% lightning ----- def ----- Resists +21% lightning +9% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +12% fire Res.pen +10% darkness +5% fire ----- def ----- Armour +1 Resists +12% acid HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Resists +6% nature Phys.save +8 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+3 eff.) Silence- +24% Confus- +26% Stun/Frz- +23% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 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. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Phys.crit +10.0% Spell.crit +10% Mind.crit +7% Crit.mult +9.00% Melee+ 6 nature Dmg.mod +5% nature +3% temporal Res.pen +5% temporal Acc +6 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% temporal +9% darkness +8% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Unarmed combat: Power 34.5 - 48.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +27.0% Atk.spd 83% Melee+ +22 darkness On Crit.r2 +10 nature On Hit: 10% Venomous Breath 5 On Crit: 20% Cripple 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+7 eff.) Melee+ 5 acid Dmg.mod +3% acid ----- def ----- Armour +2 Resists +6% acid Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: 10% Corrosive Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Acc +6 (+4 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +10 (+5 eff.) Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +14 Crit +8.0% Atk.spd 83% On Hit: * 13% chance to slow global speed by 46% * 12% chance to reduce armor by 32% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 physical Dmg.mod +6% physical Acc +13 (+8 eff.) ----- def ----- Armour +9 Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +5 Crit +10.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +8 physical On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% fire Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +12% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +15% mind +6% physical Melee Ret 4 physical 10 cold ----- def ----- Defense +2 (+1 eff.) Resists +15% mind +6% cold A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% darkness +30% mind Res.pen +25% mind Melee Ret 4 darkness ----- def ----- Armour +4 Fatigue +4% 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 [Ego+] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Res.pen +25% lightning +15% physical Melee Ret 4 physical ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue +3% ---------- misc Max.stam +10.00 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Phys.pwr +30 (+20 eff.) Res.pen +15% physical Acc +20 (+11 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +3% Resists +11% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Resists +12% light +16% darkness A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +12 Defense +11 (+6 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +23% acid HP.reg +2.50 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +17% lightning A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +20% temporal A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+6 eff.) Fatigue +8% Phys.save +8 (+6 eff.) Max.HP +37.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+7 eff.) Fatigue +8% Resists +18% acid A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% physical Phys.save +12 (+8 eff.) A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +20.00 A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 On Hit: * 10% chance to reduce armor by 32% While equipped: dps ---------- Melee+ 7 acid Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature When used to Attack: Power 34.0 - 40.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature When used to Attack: Power 20.0 - 24.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: dps ---------- Melee+ 5 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Ego++] Nature/Master Power 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 114 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Psionic Power 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Proj.spd +200% On Hit.r1 +20 darkness Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+5 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 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 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +4 Wil dps ---------- Dmg.mod +16% mind +8% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% fire +6% nature +3% light Mind.save +10 (+5 eff.) ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Acc +5 (+4 eff.) ----- def ----- Resists +6% lightning +5% fire +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Mag dps ---------- Dmg.mod +9% blight Res.pen +5% fire ----- def ----- Resists +6% darkness +6% fire ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +3 Cun dps ---------- Crit.mult +20.00% Acc +5 (+4 eff.) ---------- misc Max.stam +30.00 Max.psi +40.00 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+17 eff.) Res.pen +8% all Acc +10 (+6 eff.) Apr +7 Melee Ret 4 mind ----- def ----- Max.HP +40.00 Poison- +20% Disarm- +20% ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 31.52 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +4 See.Stealth +12 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 22 Ranged+ +20 mind On Crit.r2 +20 lightning On Hit: * 20% chance to reduce all saves and defense by 20 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+11 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 591 Base Damage: 219 Armor: 15 All Resist: 12 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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. |
Achievements
By Athaas the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 12:26 see stats
By Athaas the Shalore Archmage level 20
60th Dusk 122nd year of Ascendancy at 22:03 see stats
By Athaas the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 04:36 see stats
By Athaas the Shalore Archmage level 19
58th Dusk 122nd year of Ascendancy at 15:21 see stats
By Athaas the Shalore Archmage level 15
25th Dusk 122nd year of Ascendancy at 05:14 see stats
By Athaas the Shalore Archmage level 19
50th Dusk 122nd year of Ascendancy at 05:45 see stats
By Athaas the Shalore Archmage level 9
2nd Mirth 122nd year of Ascendancy at 23:37 see stats
By Athaas the Shalore Archmage level 22
65th Dusk 122nd year of Ascendancy at 02:12 see stats
By Athaas the Shalore Archmage level 15
23rd Dusk 122nd year of Ascendancy at 20:42 see stats
Log
Something hits Salayarin the gigantic corrosive tunneler for 428 fire damage.
Something hits Yellow jelly for 523 fire damage.
Something hits Huge sandworm burrower for 0 fire damage.
Something killed Sand-drake!
Something killed Yellow jelly!
Athaas's cleansing fire area effect hits Huge sandworm burrower for 0 fire damage.
Athaas's cleansing fire area effect hits Salayarin the gigantic corrosive tunneler for 59 fire damage.
Athaas's cleansing fire area effect hits Huge sandworm burrower for 0 fire damage.
Athaas's cleansing fire area effect hits Salayarin the gigantic corrosive tunneler for 18 fire damage.
Talent Aegis is ready to use.
Athaas's cleansing fire area effect hits Huge sandworm burrower for 0 fire damage.
Athaas's cleansing fire area effect hits Salayarin the gigantic corrosive tunneler for 59 fire damage.
Athaas's cleansing fire area effect hits Huge sandworm burrower for 0 fire damage.
Athaas casts Flame.
Salayarin the gigantic corrosive tunneler is on fire!
Athaas hits Salayarin the gigantic corrosive tunneler for 110 fire damage.
Salayarin the gigantic corrosive tunneler uses Telekinetic Smash.
Salayarin the gigantic corrosive tunneler performs a melee critical strike against Athaas!
Your time shield crumbles under the damage!
The fabric of time around Athaas stabilizes to normal.
The powerful time-altering energies generate a restoration field on Athaas.
Athaas has temporarily forgotten Rune: Shielding for 4 turns!
Athaas is stunned!
Melee retaliation hits Salayarin the gigantic corrosive tunneler for 3 fire, 3 fire (5 total damage).
Salayarin the gigantic corrosive tunneler hits Athaas for (25 to time), 171 physical, 132 physical (303 total damage).
Burning from Athaas hits Salayarin the gigantic corrosive tunneler for 18 fire damage.
Melee retaliation hits Salayarin the gigantic corrosive tunneler for 1 fire damage.
Salayarin the gigantic corrosive tunneler's Beyond the Flesh hits Athaas for 78 physical damage.
Athaas the level 23 shalore archmage was shattered to death by Salayarin the gigantic corrosive tunneler on level 1 of Sandworm lair.