










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
 More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. 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 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 | Male | 
| Race | Skeleton | 
| Class | Arcane Blade | 
| Level / Exp | 46 / 19% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bethoth the cutpurse at level 21 on the 10th Haze 122nd year of Ascendancy at 15:12 0 / 10Killed by Ce'Nomina the giant blue ant at level 25 on the 33rd Haze 122nd year of Ascendancy at 11:56 Killed by elven cultist at level 27 on the 55th Haze 122nd year of Ascendancy at 00:39 Killed by Xewe the elven warrior at level 27 on the 55th Haze 122nd year of Ascendancy at 06:06 Killed by ritch flamespitter at level 27 on the 55th Haze 122nd year of Ascendancy at 12:50 Killed by Nerymira the corrupted mastocytic feeder at level 33 on the 27th Regrowth 123rd year of Ascendancy at 00:29 Killed by Xanulaith the orc high cryomancer at level 44 on the 37th Pyre 123rd year of Ascendancy at 12:39 Killed by Doomed Shade of Zoreis at level 46 on the 67th Pyre 123rd year of Ascendancy at 14:15 Killed by Doomed Shade of Zoreis at level 46 on the 67th Pyre 123rd year of Ascendancy at 14:26 Killed by Doomed Shade of Zoreis at level 46 on the 67th Pyre 123rd year of Ascendancy at 15:13  | 
Primary Stats
| Strength | 43 (base 13) | 
| Dexterity | 74 (base 47) | 
| Constitution | 23 (base 20) | 
| Magic | 133 (base 60) | 
| Willpower | 25 (base 10) | 
| Cunning | 101 (base 60) | 
Resources
| Life | -624/1424 | 
| Mana | 282/499 | 
| Stamina | 177/272 | 
| Healing Factor | 1.2599022211822 | 
| Regeneration | 5.3545844400242 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +9.999999999998% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 45.053173795897 | 
| See Invisible | 45.053173795897 | 
Offense: Mainhand
| Damage | 70 | 
| Accuracy | 62 | 
| Crit Chance | 48% | 
| APR | 6 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 26 | 
| Accuracy | 62 | 
| Crit Chance | 51% | 
| APR | 9 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 96 | 
| Crit Chance | 41% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 43 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +160% | 
| Temporal | +35% | 
| Arcane | +23% | 
| Darkness | +20% | 
| All | +5% | 
Offense: Damage Penetration
| Nature | +40% | 
| Lightning | +68% | 
| Arcane | +40% | 
| All | +25% | 
Defense: Base
| Armour (hardiness) | 31.999999999999 (30%) | 
| Defense | 68 | 
| Ranged Defense | 68 | 
| Fatigue | 0 | 
| Physical Save | 29 | 
| Spell Save | 49 | 
| Mental Save | 36 | 
Defense: Resistances
| Acid | + 36%( 70%) | 
| Blight | + 36%( 70%) | 
| Arcane | + 33%( 70%) | 
| Cold | + 62%( 70%) | 
| All | + 25%( 70%) | 
| Lightning | + 70%( 70%) | 
| Temporal | + 33%( 70%) | 
| Darkness | + 36%( 70%) | 
| Mind | + 36%( 70%) | 
| Nature | + 32%( 70%) | 
Defense: Immunities
| Stun Resistance | 36% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Silence Resistance | 59% | 
Inscriptions (5/5)
| 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 765 damage for 5 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 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 1328% for 10 turns (53 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat.  | 
Class Talents
| Spell / Air | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Enhancement | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Magical combat | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Technique / Dual techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Parasite | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You failed to protect the lone alchemist from death by Ce'Namira the skeleton archer. Escort: lone alchemist (level 3 of Dreadfell) | failed | 
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Track (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | active | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 949.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * You've found the needed red crystal shard. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert.  | active | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond.  | active | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Cracklenight the pair of hardened leather boots (0 def, 7 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Con dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +27% lightning +15% darkness ----- def ----- Armour +7 Resists +6% lightning ---------- misc Infravis +1 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 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.  | 
| Quiver |  Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot.  | 
| Light source |  Aerussra2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% mind Max.HP +141.00 Heal.mod +15% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours?  | 
| On hands |  Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.  | 
| Tool |  Ivowen [power 320]  (1/13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Cun +2 Mag dps ---------- Melee Ret 4 arcane ----- def ----- Armour +10 Resists +6% cold Spell.save +18 (+6 eff.) Silence- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 166 lightning damage and will be dazed for 1 turn (831 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
| On fingers |  Cloudsever the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +8 Wil dps ---------- Phys.pwr +20 (+6 eff.) Spell.pwr +33 (+6 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +6% lightning +5% all Melee Ret 8 lightning ----- def ----- Resists +27% lightning Silence- +39% ---------- misc Mana/turn +0.40 Rings make your fingers look great!  | 
| On fingers |  Shockrip0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +15% lightning +15% arcane Melee Ret 6 arcane 10 darkness ----- def ----- HP.reg +4.00 Stun/Frz- +36% Rings make your fingers look great!  | 
| Around neck |  Fanged Collar =main=0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
| In main hand |  magewarrior's short dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element) =main=5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +4 Wil dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +11 (+4 eff.) Spell.pwr +30 (+6 eff.) Dmg.mod +30% temporal Acc +7 (+2 eff.) ---------- misc Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist |  Strikewasp1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% lightning +18% arcane Res.pen +15% nature ----- def ----- Resists +25% lightning +11% temporal +5% arcane A belt that goes around your waist.  | 
| In off hand |  elemental stralite dagger of evisceration (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 145 lightning damage (1/turn) On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Dmg.mod +25% lightning Res.pen +13% lightning Sharp, short and deadly.  | 
| Cloak |  cashmere cloak 'Voranne' (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +18% lightning +9% nature +43% cold +9% mind +5% arcane Mind.save +15 (+6 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary.  | 
Inventory
 manasurge rune of the sneak (regen 1549% over 10 turns; mana 77; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1549% for 10 turns (62 total) and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. 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  | 
 shatter afflictions rune of the wizard (absorb 220; cd 18)0.1 rune scroll [Ego] 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 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 220 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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  | 
 Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects!  | 
 Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects!  | 
 Splendourwire the steel amulet =Dex Con=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +6% fire Res.pen +20% fire Melee Ret 8 acid 10 light ----- def ----- Fatigue -6% Resists +3% acid HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great!  | 
 warrior's gold amulet of dexterity (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex ----- def ----- Resists +10% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
 Unflinching Eye =Blind res=0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.  | 
 stralite amulet 'Glarezeal' =dex str=0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +14 Dex +7 Wil +3 Cun +5 Con +13 Lck dps ---------- Mov.spd +10% Res.pen +10% light Acc +12 (+3 eff.) Melee Ret 4 light ----- def ----- Defense +11 (+3 eff.) Fatigue -4% Resists +6% acid +6% temporal +6% darkness Spell.save +3 (+1 eff.) Unseen.red 12% HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great!  | 
 Sunpiety the copper ring =Fres=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% light ----- def ----- Defense +4 (+1 eff.) Resists +18% fire Crit.chn- 10.00% Rings make your fingers look great!  | 
 copper ring 'Glitterrip' =Str Con=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% light ----- def ----- Resists +6% lightning +6% temporal +12% light +3% nature ---------- misc See.Invis +6 Rings make your fingers look great!  | 
 Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +10 Dex +6 Mag +9 Wil +12 Cun dps ---------- Phys.crit +4.0% Spell.pwr +11 (+2 eff.) Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +2% physical Crit.chn- 10.00% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 gold ring 'Fireoath' =Fres=0.1 T3 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +15% blight +30% fire Spell.save +9 (+3 eff.) Max.HP +160.00 HP.reg +12.00 Heal.mod +15% Rings make your fingers look great!  | 
 Rainspitter the stralite ring =stun blight res=0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +2 Wil +7 Cun dps ---------- Crit.mult +15.00% Spell.pwr +9 (+2 eff.) Dmg.mod +15% blight ----- def ----- Resists +15% blight +6% cold HP.reg +3.00 Stun/Frz- +44% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great!  | 
 Velisewyn the voratun ring =dex=0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Cun +10 Dex dps ---------- Mov.spd +18% Res.pen +10% arcane Acc +28 (+7 eff.) Melee Ret 6 arcane 4 blight ----- def ----- Defense +9 (+2 eff.) Resists +5% arcane +3% blight HP.reg +6.00 Stun/Frz- +41% Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great!  | 
 gladiator's voratun ring of life =con=0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Max.HP +89.00 HP.reg +14.00 Heal.mod +14% Rings make your fingers look great!  | 
 voratun Prothotipe's Prismatic Eye ring =Con=0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +5 Mag +8 Con dps ---------- Dmg.mod +10% lightning +10% fire +10% cold ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Max.stam +38.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great!  | 
 magewarrior's short elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Phys.pwr +9 (+3 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% acid Acc +10 (+3 eff.) ----- def ----- Armour +9 Defense +11 (+3 eff.) ---------- misc Wards +3 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art.  | 
 Ce'Nybeth the Tempestspitter (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +8 fire On Crit.r2 +20 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 145 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% lightning Sharp, short and deadly.  | 
 Shantiz the Stormblade (15-20 power, 20 apr) =dex=1.0 T3 dagger 1H weapon [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.  | 
 elemental stralite dagger of torment (30-38 power, 9 apr) =Lpen=1.0 T4 dagger 1H weapon [Ego++] Arcane/Psionic Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 145 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +16% lightning Res.pen +7% lightning Sharp, short and deadly.  | 
 stralite dagger (30-38 power, 9 apr)1.0 T4 dagger 1H weapon [Normal] Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly.  | 
 Quenchpulverizer the voratun dagger (39-51 power, 9 apr) =disarm, con=1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +20 cold On Crit.r2 +20 cold While equipped: Stats +11 Con +14 Wil dps ---------- Res.pen +12% all Acc +27 (+7 eff.) Apr +11 ----- def ----- Defense +10 (+3 eff.) Max.HP +70.00 Disarm- +49% Sharp, short and deadly.  | 
 stormwoven elven-silk robe of fire (+10%) (0 def, 0 armour) =fire res=2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +7 Str +6 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +13% physical +24% fire +18% cold ----- def ----- Resists +10% lightning +10% cold +36% fire +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 rough leather armour 'Smolderwisp' (3 def, 2 armour) =str=9.0 T1 light armor [Rare] Disrupt While equipped: Stats +8 Str dps ---------- Dmg.mod +12% fire Melee Ret 4 fire ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% nature +11% blight Crit.chn- 15.00% A suit of armour made of leather.  | 
 Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner.  | 
 monstrous hardened leather belt of burglary =str=1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex +4 Cun +4 Con +7 Lck dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +11 ---------- misc T.Disarm +16 Infravis +5 Size +1 A belt that goes around your waist.  | 
 Emblem of Evasion =de=1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 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 33% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
 Bokyhad the Pyrestar (1 def, 4 armour) =dex=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.crit +1.0% Res.pen +10% fire ----- def ----- Armour +4 Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Shadowsever (1 def, 6 armour) =Lpen=2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness +20% lightning Melee Ret 8 nature ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% darkness +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Porybrevena the cashmere cloak (2 def, 12 armour) =con=2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +7 Con ----- def ----- Armour +12 Defense +2 (+1 eff.) Resists +6% fire +29% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Wind's Whisper (4 def, 0 armour) =silence res=2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west.  | 
 Cloak of Deception =Deception=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
 Emarin the Boltvile (0 def, 3 armour) =Lpen=2.0 T3 feet armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% lightning Res.pen +15% mind +25% lightning ----- def ----- Armour +3 Resists +29% lightning +11% temporal ---------- misc Equi/ret +0.20 Psi/ret +0.12 A pair of boots made of leather.  | 
 pair of hardened leather boots 'Corpsewrither' (0 def, 7 armour) =str de=2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +4 Dex +2 Wil +2 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +7 ---------- misc Infravis +6 A pair of boots made of leather.  | 
 Gynarirab the pair of iron boots (0 def, 7 armour) =con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+4 eff.) Dmg.mod +3% mind +6% physical ----- def ----- Armour +7 Fatigue +2% Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 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.  | 
 Boots of the Hunter (2 def, 12 armour) =Stun res=3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use.  | 
 Ce'Nutta the Thunderkin (0 def, 12 armour) =con=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +8 Con dps ---------- Dmg.mod +6% mind Res.pen +20% temporal Melee Ret 10 lightning ----- def ----- Armour +12 Hardiness +9% Resists +6% physical ---------- misc Hate/m.crit +3.00 Max.psi +50.00 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 hardened leather gloves 'Arcsting' (0 def, 2 armour) =res pen resist=1.0 T2 hands armor [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% darkness Res.pen +20% lightning +5% darkness Acc +5 (+1 eff.) Melee Ret 8 arcane ----- def ----- Armour +2 Resists +21% lightning +11% darkness +5% arcane ---------- misc Infravis +3 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +12 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Bregydig the dwarven-steel gauntlets (30 def, 2 armour) =str=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Str +4 Wil +6 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +2 Defense +30 (+8 eff.) Fatigue +3% Phys.save +9 (+4 eff.) Die.at -80.00 life Disarm- +38% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Cindersun the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +10% lightning Res.pen +5% arcane +5% fire ----- def ----- Defense +2 (+1 eff.) Resists +15% lightning +7% cold +8% fire Phys.save +8 (+4 eff.) ---------- misc Mana/turn +0.04 A pointy cloth hat, very wizardly...  | 
 Thundervein the cashmere wizard hat (2 def, 0 armour) =Lpen=2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid +6% cold Res.pen +20% lightning +15% cold Melee Ret 10 lightning 8 cold On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning ---------- misc Infravis +6 See.Stealth +13 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 34 cooldown Level 3.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 85% and attempts to push all creatures other than yourself out of its radius, inflicting 17.94 light damage and 20.50 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
 Steel Helm of Garkul (0 def, 6 armour) =str con=3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
 Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos.  | 
 dwarven-steel helm 'Arcworth' (0 def, 4 armour) =Str Dex=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex +2 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% cold ----- def ----- Armour +4 Fatigue +4% ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 5 agate0.0 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.  | 
 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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.  | 
 15 ametrine0.0 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.  | 
 14 citrine0.0 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.  | 
 7 zircon0.0 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.  | 
 13 aquamarine0.0 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.  | 
 13 opal0.0 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.  | 
 13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 19 amethyst0.0 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.  | 
 5 onyx0.0 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.  | 
 8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 6 emerald0.0 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.  | 
 4 garnet0.0 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.  | 
 7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 Crystal Focus0.0 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.  | 
 894 alchemist agate0.0 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.  | 
 Windrock =str=1.0 T3 lite [Rare] Nature While equipped: Stats +10 Str dps ---------- Crit.mult +10.00% ----- def ----- Armour +4 Resists +12% acid +3% physical +15% nature Phys.save +11 (+5 eff.) Die.at -40.00 life Heal.mod +22% ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 190.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 190.90 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power.  | 
 Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Transmogrification Chest2.0 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.  | 
 Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 256/400 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.  | 
 Hanamahor [power 170]  (1/13 cooldown) =str=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str +7 Wil +2 Con dps ---------- Res.pen +25% acid ---------- misc See.Invis +6 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 yew totem of stinging 'Flaretreason' [power 266]  (1/13 cooldown) =Healing -=2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +12% fire +12% acid Melee Ret 8 acid ----- def ----- Resists +6% fire Sting an enemy dealing 279 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power.  | 
 yew totem of thorny skin 'Chargestalker' [power 44]  (1/17 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +27% lightning +15% acid Res.pen +25% light ----- def ----- Resists +9% lightning Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power.  | 
 Dourhack the yew wand of lightning storm [power 308]  (1/13 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% blight +15% fire +6% nature +21% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 160 lightning damage and will be dazed for 1 turn (800 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Forbidden Tome: "The Day It Came"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?  | 
 It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.  | 
Achievements
			A dangerous secret (Insane (Adventure) difficulty)
			Found the mysterious staff and told Last Hope about it.By Zoreis the Skeleton Arcane Blade level 40
18th Pyre 123rd year of Ascendancy at 22:25 see stats
			Against all odds (Insane (Adventure) difficulty)
			Killed Ukruk in the ambush.By Zoreis the Skeleton Arcane Blade level 40
14th Pyre 123rd year of Ascendancy at 23:13 see stats
			Arachnophobia (Insane (Adventure) difficulty)
			Destroyed the spydric menace.By Zoreis the Skeleton Arcane Blade level 44
31st Pyre 123rd year of Ascendancy at 17:00 see stats
			Brave new world (Insane (Adventure) difficulty)
			Went to the Far East and took part in the war.By Zoreis the Skeleton Arcane Blade level 43
28th Pyre 123rd year of Ascendancy at 01:18 see stats
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Zoreis the Skeleton Arcane Blade level 18
71st Dusk 122nd year of Ascendancy at 10:52 see stats
			Destroyer's bane (Insane (Adventure) difficulty)
			Killed Golbug the Destroyer.By Zoreis the Skeleton Arcane Blade level 42
24th Pyre 123rd year of Ascendancy at 08:13 see stats
			Dragon's Greed (Insane (Adventure) difficulty)
			Amassed 8000 gold pieces.By Zoreis the Skeleton Arcane Blade level 31
6th Allure 123rd year of Ascendancy at 00:55 see stats
			Earth Master (Insane (Adventure) difficulty)
			Killed Harkor'Zun.By Zoreis the Skeleton Arcane Blade level 22
22nd Haze 122nd year of Ascendancy at 20:36 see stats
			Exterminator (Insane (Adventure) difficulty)
			Killed 1000 creatures.By Zoreis the Skeleton Arcane Blade level 21
20th Haze 122nd year of Ascendancy at 10:41 see stats
			Eye of the storm (Insane (Adventure) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Zoreis the Skeleton Arcane Blade level 35
46th Regrowth 123rd year of Ascendancy at 11:34 see stats
			Fear me not! (Insane (Adventure) difficulty)
			Survived the Fearscape!By Zoreis the Skeleton Arcane Blade level 22
20th Haze 122nd year of Ascendancy at 15:17 see stats
			Home sweet home (Insane (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zoreis the Skeleton Arcane Blade level 36
51st Regrowth 123rd year of Ascendancy at 08:26 see stats
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Zoreis the Skeleton Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 09:15 see stats
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By Zoreis the Skeleton Arcane Blade level 20
7th Haze 122nd year of Ascendancy at 12:03 see stats
			Level 30 (Insane (Adventure) difficulty)
			Got a character to level 30.By Zoreis the Skeleton Arcane Blade level 30
79th Haze 122nd year of Ascendancy at 21:01 see stats
			Level 40 (Insane (Adventure) difficulty)
			Got a character to level 40.By Zoreis the Skeleton Arcane Blade level 40
14th Pyre 123rd year of Ascendancy at 07:36 see stats
			Rescuer of the lost (Insane (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Zoreis the Skeleton Arcane Blade level 30
80th Haze 122nd year of Ascendancy at 06:06 see stats
			Size is everything (Insane (Adventure) difficulty)
			Did over 1500 damage in one attack.By Zoreis the Skeleton Arcane Blade level 29
61st Haze 122nd year of Ascendancy at 18:39 see stats
			Size matters (Insane (Adventure) difficulty)
			Did over 600 damage in one attack.By Zoreis the Skeleton Arcane Blade level 16
51st Dusk 122nd year of Ascendancy at 13:34 see stats
			Sliders (Insane (Adventure) difficulty)
			Activated a portal using the Orb of Many Ways.By Zoreis the Skeleton Arcane Blade level 42
24th Pyre 123rd year of Ascendancy at 10:10 see stats
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Zoreis the Skeleton Arcane Blade level 5
9th Mirth 122nd year of Ascendancy at 03:57 see stats
			The Right thing to do (Insane (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zoreis the Skeleton Arcane Blade level 33
16th Regrowth 123rd year of Ascendancy at 13:58 see stats
			The secret city (Insane (Adventure) difficulty)
			Discovered the truth about mages.By Zoreis the Skeleton Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 10:05 see stats
			Treasure Hoarder (Insane (Adventure) difficulty)
			Amassed 3000 gold pieces.By Zoreis the Skeleton Arcane Blade level 20
9th Haze 122nd year of Ascendancy at 10:27 see stats
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By Zoreis the Skeleton Arcane Blade level 15
9th Dusk 122nd year of Ascendancy at 01:54 see stats
			Unstoppable (Insane (Adventure) difficulty)
			Returned from the dead.By Zoreis the Skeleton Arcane Blade level 46
67th Pyre 123rd year of Ascendancy at 14:15 see stats
			Vampire crusher (Insane (Adventure) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Zoreis the Skeleton Arcane Blade level 39
14th Pyre 123rd year of Ascendancy at 07:36 see stats
Log
Doomed Shade of Zoreis teleports some damage to Zoreis!
Thunderstorm hits Doomed Shade of Zoreis for (117 teleported), 0 lightning (0 total damage).
Thunderstorm hits Zoreis for (117 absorbed), 117 teleported (117 total damage).
Thunderstorm hits Zoreis for (123 absorbed), 0 lightning (0 total damage).
Doomed Shade of Zoreis uses Flurry.
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Zoreis is weakened by the darkness!
Doomed Shade of Zoreis casts Chain Lightning.
Doomed Shade of Zoreis's spell attains critical power!
Your shield crumbles under the damage!
The shield around Zoreis crumbles.
Zoreis resists!
Doomed Shade of Zoreis casts Flame.
Doomed Shade of Zoreis's spell attains critical power!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis casts Lightning.
Doomed Shade of Zoreis's spell attains critical power!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis performs a melee critical strike against Zoreis!
Doomed Shade of Zoreis teleports some damage to Zoreis!
Melee retaliation hits Zoreis for 8 teleported, 5 teleported, 5 teleported, 5 teleported, 5 teleported, 8 teleported, 5 teleported, 4 teleported, 8 teleported, 7 teleported, 5 teleported, 5 teleported, 4 teleported, 5 teleported, 4 teleported, 5 teleported, 4 teleported, 7 teleported, 5 teleported, 4 teleported, 7 teleported, 5 teleported, 4 teleported (123 total damage).
Melee retaliation hits Doomed Shade of Zoreis for (8 teleported), 0 lightning, (5 teleported), 0 arcane, (5 teleported), 0 darkness, (8 absorbed), 0 lightning, (5 teleported), 0 arcane, (5 teleported), 0 darkness, (8 teleported), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness, (8 teleported), 0 lightning, (5 absorbed), 0 arcane, (4 absorbed), 0 darkness, (7 teleported), 0 lightning, (5 teleported), 0 arcane, (4 absorbed), 0 darkness, (7 absorbed), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness, (7 absorbed), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness, (7 absorbed), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness, (7 teleported), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness, (7 teleported), 0 lightning, (5 teleported), 0 arcane, (4 teleported), 0 darkness (0 total damage).
Doomed Shade of Zoreis hits Zoreis for (44 absorbed), 0 physical, (89 absorbed), 0 physical, (21 absorbed), 0 lightning, (20 absorbed), 0 lightning, (136 absorbed), 515 lightning, 36 arcane, 16 lightning, 27 physical, 40 physical, 18 lightning, 18 lightning, 854 lightning (1525 total damage).
Zoreis the level 46 skeleton arcane blade was volted to death by a Doomed Shade of Zoreis but nobody knew why they suddenly became evil on level 3 of Shadow Crypt.
Space restabilizes around you.
The furious lightning storm around Zoreis calms down and disappears.










































































































































