Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 26 / 43% |
Size | huge |
Lifes / Deaths | Killed by Arshilbo's Inner Demon at level 26 on the 40th Regrowth 123rd year of Ascendancy at 19:39 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 134 (base 57) |
Dexterity | 19 (base 10) |
Constitution | 20 (base 10) |
Magic | 12 (base 10) |
Willpower | 70 (base 53) |
Cunning | 2.0000644494131 (base 10) |
Resources
Life | -202/885 |
Hate | 100/100 |
Equilibrium | 30 |
Healing Factor | 1.4570588855781 |
Regeneration | 9.8458540448269 |
Speed
Mental | +40.270250326316% |
Attack | +40.270250326316% |
Movement | +167.25983435815% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Mainhand
Damage | 164 |
Accuracy | 52 |
Crit Chance | 0% |
APR | 13 |
Speed | 0.71 |
Offense: Offhand
Damage | 78 |
Accuracy | 52 |
Crit Chance | 1% |
APR | 12 |
Speed | 0.71 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 0% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 0% |
Speed | 0.71290954259628 |
Offense: Damage Bonus
Acid | -12% |
Light | -11% |
Blight | -9% |
Physical | +51% |
Fire | -8% |
All | -21% |
Offense: Damage Penetration
Mind | +5% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 57.13621540596 (96.438666929426%) |
Defense | 1 |
Ranged Defense | 1 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 1 |
Mental Save | 25 |
Defense: Resistances
Acid | + 48%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 48%( 70%) |
All | + 48%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Physical | + 53%( 70%) |
Fire | + 61%( 70%) |
Darkness | + 70%( 70%) |
Defense: Immunities
Silence Resistance | 0% |
Disarm Resistance | 44% |
Knockback Resistance | 18% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 320 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Gloom |
talent | Stalk |
talent | Antimagic Shield |
detrimental effect | The target has been dominated. It is unable to move and has lost 10 armor and 14 defense. Attacks from Arshilbo's Inner Demon gain 19% damage penetration. Dominated |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 8 mind and 8 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 12 Mind damage, and deal 12 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is rampaging! (+217% movement speed, +40% attack speed, +40% mind speed, +43% physical damage, +22 physical save, +22 mental save, 50/50 damage shrugged off this turn) Rampaging |
detrimental effect | The target has been harassed by its stalker, reducing damage by 46%. Harassed |
beneficial effect | The target ignores pain, reducing all damage taken by 48%. Pain Suppression |
detrimental effect | The target is plagued by inner demons and each turn there's a 22% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 27. Exposed |
detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (34% chance) and reducing its cunning by 17. Lobotomized (confused) |
beneficial effect | Stalking Xerylrabeth the skeleton warrior. Bonus level 2: +13 accuracy, +18% melee damage, +1.00 hate/turn prey was hit. Stalking 203/475 +2 |
beneficial effect | Hunting: Marked Prey- Poltergeist Penitence - Poltergeist Crooked Club - Poltergeist Umbral Razor - Poltergeist Spellblaze Shard 18% Received damage reduction against: - Weapon |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 24%. Cursed Form |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | You gain 31% resistance against lightning, darkness and light. Resolve |
beneficial effect | 9% chance to stun any foes hit. Wrath of the Wilds |
detrimental effect | The target is losing hope, all damage it does is reduced by 22%. Numbing Darkness |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
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 talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 142. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed red crystal shard. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within | 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 | pair of dwarven-steel boots 'Ulfirach' (0 def, 4 armour) pair of dwarven-steel boots 'Ulfirach' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +3 Dex / +4 Mag / +1 Wil / +4 Con Changes damage: +9% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(126 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Hanirach the voratun helm (15 def, 5 armour) Hanirach the voratun helm (15 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +19 (+4 eff.) Armour: +5 Defense: +15 (+15 eff.) Fatigue: +5% Changes stats: +5 Str / +11 Wil / +7 Cun Changes resistances: +10% physical Changes damage: +12% blight Physical save: +12 (+4 eff.) Mindpower: +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | heroic drakeskin leather gloves of dexterity (+4) (0 def, 7 armour) heroic drakeskin leather gloves of dexterity (+4) (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +7 Changes stats: +4 Dex Mental save: +7 (+3 eff.) Maximum life: +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe 'Fulindil' (dig speed 31 turns) iron pickaxe 'Fulindil' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +25 (+7 eff.) Physical power: +5 (+1 eff.) Changes stats: +1 Str Changes damage: +6% physical Physical save: +6 (+2 eff.) Only die when reaching: -20.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's steel ring of pilfering titan's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +8 (+8 eff.) Changes stats: +4 Con Physical save: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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. Rings make your fingers look great! |
On fingers | warrior's steel ring of fire (+26%) warrior's steel ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% fire Changes damage: +13% fire Rings make your fingers look great! |
Around neck | copper amulet 'Ragyhek' copper amulet 'Ragyhek'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +2 Changes stats: +1 Dex Changes resistances: +10% light / +10% darkness Changes resistances penetration: +5% mind Blindness immunity: +20% Amulets make your neck look great! |
In main hand | dwarven-steel mace of rage (Nightmares) (133% power, 4 apr) dwarven-steel mace of rage (Nightmares) (133% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Str Changes damage: +8% physical Curse of Nightmares Blunt and deadly. |
Around waist | Arorezor ArorezorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +6% light Changes damage: +15% physical Blindness immunity: +10% Life regen: +0.60 Healing mod.: +27% A belt that goes around your waist. |
In off hand | Shadowwyrd the steel longsword (Corpses) (126% power, 3 apr) Shadowwyrd the steel longsword (Corpses) (126% power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +20 acid When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+7 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Disarm immunity: +24% Curse of Corpses Sharp, long, and deadly. |
Cloak | Eremizor (2 def, 4 armour) Eremizor (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +4 Defense: +2 (+2 eff.) Changes stats: +5 Str / +2 Dex / +2 Cun Changes resistances: +9% light / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Frigidpierce' (0 def, 19 armour) steel plate armour 'Frigidpierce' (0 def, 19 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +16% lightning / +5% arcane Changes resistances penetration: +10% cold Mental save: +3 (+1 eff.) Disarm immunity: +20% A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 47; cd 13)healing infusion (heal 47; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 55; cd 15)healing infusion (heal 55; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 180; cd 13)healing infusion of the psychic (heal 180; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dagelefang the Chargeshear Dagelefang the ChargeshearInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +3% lightning / +17% fire / +13% cold Changes resistances penetration: +5% darkness / +25% lightning Light radius: +3 Amulets make your neck look great! |
Frozenvenom the copper amulet Frozenvenom the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% cold / +12% light / +11% darkness Changes damage: +6% mind / +6% cold Blindness immunity: +22% Maximum psi: +30.00 Amulets make your neck look great! |
Scaboblivion ScaboblivionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% mind / +6% physical Stamina each turn: +0.30 Psi when hit: +0.04 Mental crit. chance: +3% Amulets make your neck look great! |
Velyrebeth VelyrebethInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +29% blight / +16% nature / +5% arcane Changes resistances penetration: +20% acid Spell save: +9 (+9 eff.) Poison immunity: +27% Disease immunity: +30% Amulets make your neck look great! |
protective copper amulet of dexterity (+3) protective copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Changes stats: +3 Dex Changes resistances cap: +3% all Physical save: +8 (+2 eff.) Amulets make your neck look great! |
starlit gold amulet of constitution (+4) starlit gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% light / +15% darkness Blindness immunity: +28% Amulets make your neck look great! |
steel amulet 'Torchblur' steel amulet 'Torchblur'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 * 10% chance to reduce strength, dexterity, and constitution by 7 Changes resistances: +12% fire Changes resistances penetration: +5% mind Changes damage: +12% blight / +3% mind Talent mastery: +0.20 Cursed / Gloom Amulets make your neck look great! |
Armymnir the Thunderpanic Armymnir the ThunderpanicInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +18% acid / +11% physical / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +11% physical Rings make your fingers look great! |
Beosus the Jetmortal Beosus the JetmortalInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +22% nature / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +3% acid / +11% nature / +6% darkness Rings make your fingers look great! |
Isluletha the Magmataint Isluletha the MagmataintInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +9% fire Changes resistances penetration: +10% fire Changes damage: +11% lightning Equilibrium when hit: +0.04 Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+7 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Xinn XinnCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +3 Dex / +3 Wil Changes resistances penetration: +15% mind / +5% acid Maximum psi: +20.00 Rings make your fingers look great! |
Zubirada ZubiradaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +4 Con Changes resistances: +6% darkness / +9% temporal Physical save: +26 (+8 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. conjurer's steel ring of miseryconjurer's steel ring of misery Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 26 Damage (Melee): 12 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 8 physical Changes stats: +5 Mag / +5 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Spellpower: +7 (+7 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring 'Durayathad' copper ring 'Durayathad'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Fatigue: -4% Changes stats: +3 Cun / +1 Wil Maximum encumbrance: +20 Rings make your fingers look great! |
marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
marksman's steel ring of nature (+24%) marksman's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+4 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +25.00 Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +10 Defense: +10 (+10 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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. Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Morningsquall (Misfortune) (122% power, 2 apr) Morningsquall (Misfortune) (122% power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 4 physical Changes stats: +10 Wil / +10 Con Changes resistances: +2% physical Changes resistances penetration: +10% light Critical mult.: +10.00% Physical save: +9 (+3 eff.) Maximum life: +30.00 Mindpower: +20 (+7 eff.) Curse of Misfortune Massive two-handed battleaxes. |
Hettogorn the Arcstun (Corpses) (147% power, 5 apr) Hettogorn the Arcstun (Corpses) (147% power, 5 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.5% Attack speed: 100% On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Armour: +6 Defense: +15 (+15 eff.) Changes stats: +2 Con Changes damage: +9% lightning Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Pitchsnake' (Madness) (133% power, 2 apr)steel greatsword 'Pitchsnake' (Madness) (133% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 134% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind / +17 cold When wielded/worn: Changes stats: +4 Dex / +2 Cun Changes resistances: +4% physical Changes resistances penetration: +5% physical Changes damage: +6% darkness Stamina each turn: +1.00 Curse of Madness Massive two-handed swords. |
Radiancevenom (Nightmares) (125% power, 4 apr) Radiancevenom (Nightmares) (125% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 light Damage (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+7 eff.) Changes damage: +24% light Disarm immunity: +26% Equilibrium when hit: +0.04 Mental crit. chance: +2% Curse of Nightmares Sharp, long, and deadly. |
Dairygorn the steel mace (Corpses) (119% power, 3 apr) Dairygorn the steel mace (Corpses) (119% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +8 Mag Reduces incoming crit damage: 15.00% Light radius: +2 See invisible: +6 Curse of Corpses Blunt and deadly. |
Dedication (Misfortune) (138% power, 6 apr) Dedication (Misfortune) (138% power, 6 apr)Requires: - Strength 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Power: 138% Range: 1.4x Uses stats: 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Curse of Misfortune It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
nature's pulsing mindstar (Madness) (105% power, 32 apr, mind damage) nature's pulsing mindstar (Madness) (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Disease immunity: +14% Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Curse of Madness 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. |
thorny mindstar 'Chamasus' (Madness) (96% power, 24 apr, mind damage) thorny mindstar 'Chamasus' (Madness) (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 lightning / 5 mind / 5 darkness Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances: +4% lightning / +4% blight / +5% arcane / +9% mind / +6% acid Changes resistances penetration: +8% lightning Changes damage: +9% lightning / +4% darkness / +4% nature / +4% mind Talent granted: +1 Attune Mindstar Disease immunity: +18% Only die when reaching: -40.00 life Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +10% Curse of Madness 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. |
This item will automatically be transmogrified when you leave the level. cured leather sling of cold (Shrouds)cured leather sling of cold (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 cold When wielded/worn: Changes damage: +12% cold Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Aryldanne the ash starstaff (Nightmares) (111% power, 3 apr, temporal element)Aryldanne the ash starstaff (Nightmares) (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +8.0% Damage (Melee): 21 arcane Damage when hit (Melee): 8 blight Changes stats: +4 Mag / +3 Wil / +5 Con Changes damage: +12% blight / +15% temporal / +6% arcane Talent granted: +1 Command Staff Maximum mana: +39.00 Spellpower: +12 (+10 eff.) Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Goreguile the steel waraxe (Shrouds) (105% power, 3 apr) Goreguile the steel waraxe (Shrouds) (105% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 physical / +8 nature Damage (radius 1) on hit: +8 temporal Damage (radius 2) on crit: +14 acid / +10 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +11% acid / +8% nature Critical mult.: +20.00% Maximum stamina: +20.00 Curse of Shrouds One-handed war axes. |
Malenik the steel waraxe (Madness) (107% power, 3 apr) Malenik the steel waraxe (Madness) (107% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 26 Damage (radius 2) on crit: +15 lightning / +19 cold When wielded/worn: Changes stats: +4 Mag / +3 Cun / +6 Con Changes resistances penetration: +11% lightning / +10% cold Infravision radius: +3 Movement speed: +26% Curse of Madness One-handed war axes. |
Nerewe the Woedash (Madness) (119% power, 4 apr) Nerewe the Woedash (Madness) (119% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 lightning Damage (radius 1) on hit: +20 darkness When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% darkness / +15% arcane Curse of Madness One-handed war axes. |
truestriking dwarven-steel waraxe of projection (Madness) (122% power, 4 apr) truestriking dwarven-steel waraxe of projection (Madness) (122% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +5% physical Curse of Madness One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Terin the Natureraider Terin the NatureraiderInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +10% nature Changes damage: +24% mind Physical save: +8 (+2 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Balolaharastir the cashmere cloak (2 def, 0 armour) Balolaharastir the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 26 Changes resistances: +12% lightning / +6% cold / +3% nature Changes damage: +3% mind Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sepsisspar' (2 def, 0 armour) cashmere cloak 'Sepsisspar' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 nature Changes resistances: +3% blight / +3% temporal / +6% lightning Changes damage: +3% nature Spell save: +9 (+9 eff.) Maximum life: +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeragalle the Blastraider (0 def, 0 armour) Xeragalle the Blastraider (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +12% lightning / +15% darkness / +30% mind / +5% arcane / +11% all Changes damage: +15% mind Physical save: +13 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +49 (+21 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Heatshine the pair of hardened leather boots (25 def, 3 armour) Heatshine the pair of hardened leather boots (25 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+22 eff.) Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 8 fire Changes stats: +8 Lck / +5 Dex Reduces incoming crit damage: 10.00% Stealth bonus: +8 Confusion immunity: +20% A pair of boots made of leather. |
Corpsespire the hardened leather gloves (0 def, 2 armour) Corpsespire the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +6% nature / +6% mind Life regen: +3.90 Stamina each turn: +0.50 Psi each turn: +0.20 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 89.80 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Durorig' (0 def, 2 armour) hardened leather gloves 'Durorig' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 mind / 8 acid Changes stats: +3 Con Changes resistances penetration: +10% mind Physical save: +12 (+4 eff.) Spell save: +5 (+5 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +29% Maximum hate: +6.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Mulehell' (10 def, 10 armour) hardened leather gloves 'Mulehell' (10 def, 10 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Defense: +10 (+10 eff.) Damage (Melee): 8 physical Changes stats: +5 Wil Changes damage: +5% physical Maximum stamina: +30.00 Infravision radius: +3 See invisible: +12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelybeth the drakeskin leather cap (0 def, 5 armour) Emelybeth the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +7 Str / +3 Dex / +6 Wil / +3 Cun Changes resistances: +13% cold Allows you to breathe in: water Critical mult.: +5.00% Mana each turn: +0.04 Maximum vim: +20.00 A cap made of leather. |
Gywen the dwarven-steel helm (0 def, 12 armour) Gywen the dwarven-steel helm (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +12 Fatigue: +4% Changes stats: +4 Dex Changes resistances penetration: +5% blight / +25% physical Changes damage: +6% physical Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Revenant (8 def, 20 armour) Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+8 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+6 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Arthihell (0 def, 17 armour, 96% power, 57 block) Arthihell (0 def, 17 armour, 96% power, 57 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +57 When wielded/worn: Physical crit. chance: +3.0% Armour: +17 Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 3 lightning Talent granted: +1 Block Handheld deflection devices. |
swashbuckler's steel shield of purity (0 def, 4 armour, 118% power, 39.5 block) swashbuckler's steel shield of purity (0 def, 4 armour, 118% power, 39.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 118% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Fatigue: +8% Changes stats: +3 Str / +3 Dex Changes resistances: +12% nature / +11% blight Talent granted: +1 Block Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
375 alchemist agate 375 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Fulohell the alchemist's lamp Fulohell the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Wil Changes resistances: +6% blight / +21% cold / +5% arcane Changes damage: +9% mind / +6% physical Stamina each turn: +3.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Purebright the iron torque of clear mind [power 1] (25 cooldown) Purebright the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
powerful steel torque of mindblast [power 160] (15 cooldown) powerful steel torque of mindblast [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 40 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 45] (25 cooldown) steel torque of psionic shield [power 45] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Prismgrind [power 248] (15 cooldown) Prismgrind [power 248] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +6% nature Light radius: +3 It can be used to sting an enemy dealing 62 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 182] (15 cooldown) ash totem of healing [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Arshilbo the Krog Cursed level 15
51st Haze 122nd year of Ascendancy at 18:49 see stats
By Arshilbo the Krog Cursed level 18
63rd Haze 122nd year of Ascendancy at 00:51 see stats
By Arshilbo the Krog Cursed level 22
72nd Haze 122nd year of Ascendancy at 21:48 see stats
By Arshilbo the Krog Cursed level 24
10th Allure 123rd year of Ascendancy at 22:52 see stats
By Arshilbo the Krog Cursed level 23
73rd Haze 122nd year of Ascendancy at 15:19 see stats
By Arshilbo the Krog Cursed level 10
17th Haze 122nd year of Ascendancy at 18:58 see stats
By Arshilbo the Krog Cursed level 20
70th Haze 122nd year of Ascendancy at 00:35 see stats
By Arshilbo the Krog Cursed level 23
4th Allure 123rd year of Ascendancy at 23:56 see stats
By Arshilbo the Krog Cursed level 9
13rd Haze 122nd year of Ascendancy at 11:13 see stats
By Arshilbo the Krog Cursed level 21
72nd Haze 122nd year of Ascendancy at 02:21 see stats
By Arshilbo the Krog Cursed level 21
72nd Haze 122nd year of Ascendancy at 03:28 see stats
By Arshilbo the Krog Cursed level 16
59th Haze 122nd year of Ascendancy at 14:11 see stats
Log
Arshilbo's Rampage is disrupted!
Skeleton archer's Shoot hits Thought-forged warrior for 75 physical damage.
Arshilbo's Inner Demon hits Arshilbo for 90 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 43 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid, 106 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 38 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid (276 total damage).
Xerylrabeth the skeleton warrior receives 9 healing (11 psi heal).
Arshilbo is no longer rampaging.
Talent Blindside is ready to use.
Talent Frenzy is ready to use.
Talent Harass Prey is ready to use.
Talent Antimagic Zone is ready to use.
Xerylrabeth the skeleton warrior hits Arshilbo for (0 antimagic), 0 nature, (2 antimagic), 0 cold, 0 mind, (2 antimagic), 0 cold (0 total damage).
Xerylrabeth the skeleton warrior's is vulnerable to attacks and effects!
Arshilbo's Inner Demon uses Frenzy.
Arshilbo begins rampaging!
Xerylrabeth the skeleton warrior converts some damage to Psi!
Arshilbo hits Arshilbo's Inner Demon for (1 antimagic), 0 light, (1 antimagic), 0 light, (2 antimagic), 0 acid (0 total damage).
Arshilbo hits Xerylrabeth the skeleton warrior for 17 to psi, 22 physical, 4 to psi, 5 lightning, 1 to psi, 2 light, 8 to psi, 10 physical, 4 to psi, 5 lightning, 1 to psi, 2 light, 2 to psi, 2 acid (85 total damage).
Arshilbo's Inner Demon hits Arshilbo for 78 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 38 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid, (50 rampage shugs off), 62 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 43 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid, 95 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 41 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid, 78 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, 42 physical, (13 antimagic), 0 lightning, (4 antimagic), 0 light, (7 antimagic), 0 acid (476 total damage).
Xerylrabeth the skeleton warrior receives 9 healing (11 psi heal).
Xerylrabeth the skeleton warrior uses Conversion.
Arshilbo has shrugged off 50 damage and is ready for more.
Arshilbo's Inner Demon is lost in despair!
Talent Dominate is ready to use.
Talent Drakeblood Strike is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Mana Clash is ready to use.
Talent Dig is ready to use.
Xerylrabeth the skeleton warrior receives 174 healing (204 psi heal) from Conversion.
Arshilbo's Inner Demon uses Slash.
Arshilbo is no longer being stalked by Arshilbo's Inner Demon.