










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 27 / 12% |
Size | medium |
Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 16 on the 54th Haze 122nd year of Ascendancy at 14:30 0 / 8Killed by Nerulle the dredge at level 20 on the 75th Haze 122nd year of Ascendancy at 22:06 Killed by Urkis, the High Tempest at level 24 on the 2nd Allure 123rd year of Ascendancy at 10:46 Killed by ravaging entropic rip at level 25 on the 8th Allure 123rd year of Ascendancy at 02:32 Killed by Xanitha the orc master assassin at level 25 on the 8th Allure 123rd year of Ascendancy at 20:36 Killed by Praise at level 26 on the 1st Regrowth 123rd year of Ascendancy at 08:47 Killed by Aerokira the black bear at level 26 on the 1st Regrowth 123rd year of Ascendancy at 10:46 Killed by Praise at level 27 on the 3rd Regrowth 123rd year of Ascendancy at 20:37 |
Primary Stats
Strength | 37 (base 14) |
Dexterity | 35 (base 10) |
Constitution | 21 (base 19) |
Magic | 103 (base 57) |
Willpower | 14 (base 10) |
Cunning | 63 (base 37) |
Resources
Life | -185/702 |
Mana | 113/365 |
Stamina | 222/263 |
Healing Factor | 1.194804467222 |
Regeneration | 5.0779189856936 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 37.141571790036 |
See Invisible | 37.141571790036 |
Offense: Mainhand
Damage | 48 |
Accuracy | 47 |
Crit Chance | 29% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 47 |
Crit Chance | 35% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Lightning | +20% |
Light | +19% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 11 (35.65183292883%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 36 |
Mental Save | 23 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 23%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Light | + 36%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 14%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 61% |
Bleed Resistance | 100% |
Disarm Resistance | 25% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
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 615 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 57 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (79 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Class Talents
Spell / Air | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
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 training room. * 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: 63. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed giant spider spinneret. 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 pouch of faeros ash. * You've found the needed ice wyrm tooth. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
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 |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Silence Resist +37% Confus Resist +22% Stun Resist +35% other ------- Stamina/turn +0.60 Max stamina +10.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Master Weapon Damage 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 19 On Hit: 20% Curse of Death 3 On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Spellpower +7 (+2 eff.) Mindpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) other ------- Mana/turn +0.70 Mana when Hit +1.30 Max mana +44.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Resistance +15% blight +6% acid +6% lightning Life Regen +4.00 other ------- Stamina/turn +0.70 Max stamina +15.00 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con offense ------ Physical Crit +1.0% When Hit 8 physical defense ------ Resistance +9% cold Life +26.00 Disarm Resist +25% Pinning Resist +28% Knockbk Resist +30% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Silence Resist +24% other ------- Encumbrance +21 Mana/turn +0.10 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +14% Physical Power +5 (+1 eff.) Spellpower +15 (+4 eff.) Damage +20% lightning Accuracy +8 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore resists +15% lightning +5% physical defense ------ Resistance +6% fire +3% mind +6% cold Physical save +9 (+5 eff.) other ------- Max stamina +30.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Critical power +11.00% Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Armor +6 Defense +1 (+0 eff.) Stealth +6 Unlife -40.00 life other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +12% Spellpower +22 (+5 eff.) Damage +9% light +9% darkness defense ------ Resistance +9% all other ------- Mana/turn +0.16 Max mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -231 life. The duration and life will increase by 1% for every 1% life you have lost (currently 523 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 206.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 978% for 10 turns (94 total) and instantly restoring 49 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 359 damage for 3 turns. 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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+6 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.12 Max mana +23.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +14% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Wil offense ------ Spell Crit +1% Mind Crit +4% Critical power +10.00% Spellpower/crit +2 defense ------ Physical save +10 (+5 eff.) Spell save +9 (+4 eff.) Mind save +8 (+4 eff.) other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Ignore resists +20% arcane defense ------ Resistance +6% mind +9% cold Spell save +6 (+3 eff.) Life +28.00 Disarm Resist +37% Pinning Resist +26% Knockbk Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +4 Con offense ------ Accuracy +9 (+3 eff.) Ignore Armor +12 defense ------ Defense +15 (+7 eff.) Spell save +13 (+5 eff.) other ------- Max stamina +21.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +15 (+5 eff.) Ignore Armor +9 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 temporal On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +10% acid Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 42% defense ------ Defense +5 (+2 eff.) Resistance +5% temporal Disarm Resist +23% other ------- Light +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 light While equipped: Stats +6 Str +6 Dex +3 Mag +4 Wil +5 Cun +6 Con defense ------ Armor +6 Spell save +3 (+1 eff.) Unlife -60.00 life Poison Resist +20% Disarm Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +2 Dex +2 Mag +2 Wil +1 Cun +2 Con offense ------ Mind Crit +2% Mindpower +8 (+4 eff.) On-Hit 5 lightning Damage +4% lightning Ignore resists +5% lightning defense ------ Resistance +8% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +6 (+2 eff.) Spellpower +16 (+4 eff.) Damage +27% acid +20% lightning Ignore resists +5% lightning Accuracy +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +8 (+2 eff.) Spellpower +16 (+4 eff.) Damage +20% lightning Accuracy +8 (+3 eff.) defense ------ Armor +7 Defense +8 (+4 eff.) other ------- Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Weapon Damage 32.5 - 48.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +78 On-hit +16 darkness Damage Against +10% Living Uses 1.0 Steam When used to Attack: Weapon Damage 8.0 - 8.8 Physical Uses On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Physical Power +9 (+3 eff.) defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 115 damage While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +13 (+4 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 33.27 to 99.80 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+10 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 21 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. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil offense ------ Ignore resists +25% lightning defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% light On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Resistance +5% lightning +5% temporal +3% light +6% blight A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.10 to 102.31 lightning damage (68.21 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +6% temporal Blind Resist +20% Teleport Resist +10% A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Wil defense ------ Armor +15 Defense +4 (+2 eff.) Fatigue +7% Physical save +9 (+5 eff.) Mind save +15 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Nature While equipped: Stats +2 Con +2 Mag offense ------ Physical Power +30 (+10 eff.) Ignore Armor +5 defense ------ Armor +15 Fatigue +22% Unlife -80.00 life Life Regen +3.50 other ------- Stamina/turn +3.40 Light +3 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +13 Fatigue +22% Resistance +16% acid Life +48.00 A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 13 On-ranged-hit +9 temporal On Hit: * 8% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 115 damage Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +15% mind +15% cold When Hit 2 cold On-Hit (Melee): * 10% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +9% temporal Ignore resists +10% temporal When Hit 11 fire defense ------ Resistance +3% temporal +9% fire other ------- 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +4% Critical power +5.00% Physical Power +10 (+3 eff.) Damage +3% mind defense ------ Unlife -40.00 life Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Praise the Skeleton Arcane Blade level 10
42nd Dusk 122nd year of Ascendancy at 14:16 see stats
By Praise the Skeleton Arcane Blade level 19
72nd Haze 122nd year of Ascendancy at 09:22 see stats
By Praise the Skeleton Arcane Blade level 17
57th Haze 122nd year of Ascendancy at 14:49 see stats
By Praise the Skeleton Arcane Blade level 24
10th Decay 122nd year of Ascendancy at 16:40 see stats
By Praise the Skeleton Arcane Blade level 10
42nd Dusk 122nd year of Ascendancy at 14:15 see stats
By Praise the Skeleton Arcane Blade level 20
75th Haze 122nd year of Ascendancy at 20:59 see stats
By Praise the Skeleton Arcane Blade level 23
8th Decay 122nd year of Ascendancy at 21:16 see stats
By Praise the Skeleton Arcane Blade level 18
72nd Haze 122nd year of Ascendancy at 08:25 see stats
By Praise the Skeleton Arcane Blade level 9
10th Mirth 122nd year of Ascendancy at 08:10 see stats
By Praise the Skeleton Arcane Blade level 14
75th Dusk 122nd year of Ascendancy at 02:30 see stats
By Praise the Skeleton Arcane Blade level 20
77th Haze 122nd year of Ascendancy at 19:41 see stats
By Praise the Skeleton Arcane Blade level 25
9th Allure 123rd year of Ascendancy at 16:59 see stats
By Praise the Skeleton Arcane Blade level 18
72nd Haze 122nd year of Ascendancy at 04:36 see stats
By Praise the Skeleton Arcane Blade level 26
1st Regrowth 123rd year of Ascendancy at 10:46 see stats
Log
Lisoth the elven warrior's Headshot hits Praise for 0 physical damage.
Lisoth the elven warrior's Shoot hits Praise for 0 physical damage.
Elven warrior casts Grace of the Eternals.
Elven warrior speeds up.
Lisoth the elven warrior's Shoot hits Praise for 0 physical damage.
Praise casts Displacement Shield.
The very fabric of space alters around Praise.
Lisoth the elven warrior activates a prepared device.
Praise is on fire!
Thunderstorm hits Lisoth the elven warrior for 11 lightning damage.
Burning from Lisoth the elven warrior hits Praise for 27 fire damage.
Lisoth the elven warrior hits Praise for 82 fire damage.
Cauterize hits Praise for 195 fire damage.
Lisoth the elven warrior shoots!
Lisoth the elven warrior's Shoot performs a ranged critical strike against Praise!
Lisoth the elven warrior vanishes from sight.
Lisoth the elven warrior deactivates Secrets of the Eternals.
Praise teleports some damage to Lisoth the elven warrior!
Lisoth the elven warrior's Shoot hits Praise for (289 teleported), 0 physical (0 total damage).
Lisoth the elven warrior's Shoot hits Lisoth the elven warrior for 289 teleported damage.
The fabric of space around Praise stabilizes to normal.
Praise teleports some damage to Praise!
Praise hits Praise for (97 teleported) damage.
Praise hits Lisoth the elven warrior for 97 teleported damage.
Cauterize hits Praise for 97 fire damage.
Burning from Lisoth the elven warrior hits Praise for (27 teleported), 0 fire (0 total damage).
Burning from Lisoth the elven warrior hits Lisoth the elven warrior for 27 teleported damage.
Praise the level 27 skeleton arcane blade burnt to death by cauterize on level 3 of Dark crypt.
The furious lightning storm around Praise calms down and disappears.