











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Necro Escort 1.7.2Adds a necromancer escort. Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 30 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Zubema the large white snake at level 22 on the 13rd Haze 122nd year of Ascendancy at 11:15 1 / 6Killed by Voreba the hornet swarm at level 22 on the 14th Haze 122nd year of Ascendancy at 02:38 Killed by Adumina the saw horror at level 26 on the 58th Haze 122nd year of Ascendancy at 02:55 Killed by Adumina the saw horror at level 26 on the 58th Haze 122nd year of Ascendancy at 07:47 Killed by Emelevea the greater teluvorta at level 29 on the 75th Haze 122nd year of Ascendancy at 14:51 Killed by Bethorille the Guardian at level 30 on the 3rd Allure 123rd year of Ascendancy at 01:59 |
Primary Stats
| Strength | 29 (base 16) |
| Dexterity | 55 (base 51) |
| Constitution | 42 (base 21) |
| Magic | 31 (base 19) |
| Willpower | 34 (base 15) |
| Cunning | 60 (base 37) |
Resources
| Life | -48/717 |
| Mana | 316/316 |
| Stamina | 202/217 |
| Healing Factor | 1.2339880031268 |
| Regeneration | 0.30849700078207 |
Speed
| Mental | +4.22786076235% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | +4.22786076235% |
| Global | +66.666666666667% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 36.375715479246 |
| See Invisible | 36.375715479246 |
| Stealth | 13.332336777655 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 62 |
| Crit Chance | 61% |
| APR | 51 |
| Speed | 0.96 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 62 |
| Crit Chance | 61% |
| APR | 51 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 31% |
| Speed | 0.95943636632829 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Mind | +9% |
| Darkness | +11% |
| Blight | +15% |
| Physical | +7% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +21% |
| Lightning | +14% |
| Mind | +19% |
| Physical | +41% |
| Fire | +29% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 45 (59.574340358689%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 43%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 20%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 23%( 70%) |
| Fire | + 38%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Pinning Resistance | 44% |
| Disarm Resistance | 76% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 255.78 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.43 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Doomelf | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Phantasmal Shield |
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Chant of Fortress |
| talent | Trained Reactions |
| detrimental effect | Slowed by 50% and taking 131 crushing damage per turn. Imploding (slow) |
| beneficial effect | The target is enveloped in shadows gaining 25 spellpower and defense. Shadowguard |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | The target's critical strike damage bonus is increased by 35%. Shadowstrike |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| beneficial effect | Parrying melee and ranged attacks: Has a 56% chance to deflect up to 22 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Daikara and vanquished the huge ice 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 141. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Dairasta' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +3 Wil / +10 Con Changes resistances penetration: +7% physical Changes damage: +7% physical Mental save: +9 (+3 eff.) Disease immunity: +10% Pinning immunity: +20% Spellpower: +8 (+3 eff.) Mindpower: +4 (+2 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | FlashwaspPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +3 Con Changes resistances: +21% light Changes resistances penetration: +5% lightning Changes damage: +7% darkness Damage affinity(heal): +5% darkness Critical mult.: +5.00% Light radius: +4 Infravision radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 165.28 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dominated (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On hands | Voromina (0 def, 11 armour)Requires: - Level 25 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +22.0% Armour: +11 Damage (Melee): 13 fire Changes stats: +4 Con Changes resistances: +9% mind / +9% fire Changes damage: +8% fire Critical mult.: +11.00% Physical save: +30 (+10 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +45% Stamina each turn: +3.00 Spell crit. chance: +14% Mental crit. chance: +17% When used to modify unarmed attacks: Base power: 31.5 - 34.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +27 physical Damage (radius 2) on crit: +12 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 21% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
| Tool | Goriyon (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +6 (+2 eff.) Damage when hit (Melee): 6 acid Changes stats: +2 Str Changes resistances: +6% acid / +3% cold Changes resistances penetration: +16% physical Changes damage: +12% acid Critical mult.: +16.00% Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+2 eff.) Maximum life: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ce'Nywen the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Str / +4 Wil / +3 Cun Changes resistances penetration: +10% mind Mental save: +6 (+2 eff.) Disarm immunity: +31% Pinning immunity: +25% Knockback immunity: +28% Equilibrium when hit: +0.16 Maximum life: +38.00 Rings make your fingers look great! |
| On fingers | pixie's gold ring of miseryRequires: - Level 15 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 8 physical Changes stats: +6 Cun / +3 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Spellpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! This item has been sent to the Item's Vault. |
| Around neck | Ivolrassra the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% blight Changes damage: +3% blight Talent mastery: +0.13 Cunning / Shadow magic Physical save: +11 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Mana each turn: +0.21 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets make your neck look great! |
| In main hand | Scaldwolf (28-37 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * Create an explosion dealing 90 acid damage (1/turn) On weapon crit: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Damage (radius 1) on hit: +12 darkness / +4 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Changes resistances: +6% fire Changes resistances penetration: +12% acid / +20% fire Changes damage: +14% acid / +3% fire Sharp, short and deadly. This item has been sent to the Item's Vault. |
| Around waist | noble's rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Wil / +7 Cun / +6 Lck Damage against: +15% Summoned Reduced damage from: +16% Summoned Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | truestriking stralite dagger of shearing (28-37 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +16 Changes resistances penetration: +9% all / +9% physical Sharp, short and deadly. |
| Cloak | Earodor the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +9 Armour: +8 Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +15% cold Changes damage: +9% mind Critical mult.: +15.00% Stealth bonus: +9 Maximum hate: +8.00 Mindpower: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Xanalle' (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 17 acid / 23 fire Damage when hit (Melee): 16 acid / 11 fire Changes stats: +2 Cun / +6 Wil Changes resistances: +26% acid / +21% fire / +24% darkness / +30% blight Changes damage: +12% blight Critical mult.: +19.00% Maximum psi: +20.00 Mindpower: +20 (+7 eff.) Light radius: +2 A suit of armour made of leather. This item has been sent to the Item's Vault. |
Inventory
LelogorinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Changes stats: +2 Con Changes resistances: +11% light / +12% darkness Critical mult.: +5.00% Blindness immunity: +20% Amulets make your neck look great! |
AerymilaithInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil / +2 Mag Mental save: +8 (+2 eff.) Maximum psi: +40.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +7% Rings make your fingers look great! |
DazzleripperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +4 Cun / +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning / +6% light Rings make your fingers look great! |
LorylenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Changes resistances: +20% nature Changes damage: +10% nature Reduces incoming crit damage: 10.00% Infravision radius: +2 Rings make your fingers look great! |
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. |
Turydan the PhoenixorderInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Con Changes resistances: +3% light / +6% fire Changes damage: +9% fire Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Umbrapunish the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +3 Mag / +1 Wil Changes resistances: +13% mind Changes resistances penetration: +20% darkness / +10% mind Changes damage: +13% mind Maximum hate: +4.00 See invisible: +3 Rings make your fingers look great! |
UnrerinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +5 Dex Changes resistances: +28% nature / +6% acid Changes damage: +14% nature / +3% acid Mental save: +7 (+2 eff.) Confusion immunity: +20% Hate when firing a critical mind attack: +3.00 Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 12.38 cold and 13.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level.Rainreign (30-45 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 nature / +16 cold Damage (radius 1) on hit: +16 nature When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 57% Changes stats: +12 Wil / +14 Con Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +20% arcane Maximum life: +42.00 Massive two-handed battleaxes. |
Mucusbrand the stralite dagger (42-54 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 42.0 - 54.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +12 lightning / +12 arcane When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 57% Damage when hit (Melee): 2 nature Changes resistances: +12% nature / +6% lightning Changes resistances penetration: +25% lightning / +25% nature Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spiderclamor the dwarven-steel dagger (18-23 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 57% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 nature Changes stats: +1 Mag Changes resistances: +12% acid / +5% arcane Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul of massacre (52-78 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Brodulin the ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 6.0 - 6.6 Uses stat: Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Travel speed: +200% When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Ammo reloads per turn: +4 Changes stats: +5 Dex / +5 Mag Changes resistances penetration: +15% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +12 cold When wielded/worn: Changes damage: +18% cold Longbows are used to shoot arrows at your foes. |
Baluhir (5-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% blight / +3% darkness Changes damage: +3% nature Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Disease immunity: +11% Life regen: +0.70 Equilibrium when hit: +0.50 Maximum life: +12.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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.Brenagolin the thorny mindstar (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature 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: Changes stats: +6 Wil Changes resistances: +15% mind / +6% cold Changes resistances penetration: +5% mind Changes damage: +5% mind Talent granted: +1 Attune Mindstar Disease immunity: +20% Psi when hit: +1.60 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Resonance (when hit): +14% 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. |
Glybeth the Blizzardquill (9-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature 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% Damage (Melee): +4 acid Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +3 Cun Changes resistances: +5% nature Changes resistances penetration: +4% nature Changes damage: +12% lightning / +11% fire / +5% nature / +31% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +12.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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.thorny mindstar 'Mardedig' (10-11 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 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: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): 8 mind / 4 darkness Changes stats: +8 Mag Changes damage: +9% blight / +5% mind / +6% darkness Talent granted: +1 Attune Mindstar Spell save: +15 (+7 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
cured leather sling 'Flashsin'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Travel speed: +200% Damage (Ranged): +4 fire Damage (radius 2) on crit: +15 lightning / +7 cold When wielded/worn: Changes stats: +6 Dex / +2 Wil / +2 Cun Changes resistances penetration: +5% lightning / +5% cold See invisible: +6 Movement speed: +23% Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel yew starstaff (20-24 power, 4 apr, physical element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Isleth' (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 10 mind Changes stats: +3 Mag Changes resistances penetration: +15% mind Changes damage: +20% acid Talent granted: +1 Command Staff Mental save: +12 (+4 eff.) Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +6 See invisible: +12 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 106.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel waraxe 'Olidas' (12-17 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% 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): +7 darkness Damage against: +7% Living When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes stats: +2 Mag Changes resistances penetration: +6% physical Changes damage: +3% arcane Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Cuthentir the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Wil Changes damage: +6% mind Critical mult.: +10.00% Stealth bonus: +11 Psi when hit: +0.04 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% A belt that goes around your waist. |
RhezilachikInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Cun / +12 Wil Changes resistances: +7% acid / +7% fire / +7% cold / +6% lightning Changes resistances penetration: +10% mind Damage against: +41% Summoned Reduced damage from: +41% Summoned Maximum hate: +8.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Zerenarithel the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% acid Changes damage: +27% mind Mental save: +11 (+3 eff.) Psi when hit: +0.20 Maximum psi: +30.00 Spellpower: +4 (+1 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
rough leather belt 'Isamina'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% blight / +6% mind Changes damage: +3% arcane Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +3 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Dreyalin the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Dex / +1 Mag / +4 Wil / +3 Cun Critical mult.: +10.00% Maximum stamina: +10.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Hazevagrant the cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +3 Mag / +3 Con Changes resistances: +33% lightning / +18% cold / +11% all Changes damage: +22% lightning Reduces incoming crit damage: 15.00% Light radius: +2 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Corpsebolt' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical power: +30 (+10 eff.) Changes stats: +1 Dex Changes resistances: +4% physical / +27% cold / +11% all Changes resistances penetration: +15% nature Changes damage: +18% cold Critical mult.: +10.00% Physical save: +6 (+2 eff.) Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xawe the Demonblast (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +3 Mag / +5 Wil / +4 Cun / +8 Lck Changes damage: +3% darkness Stealth bonus: +10 Physical save: +8 (+2 eff.) Spell save: +9 (+4 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +0.08 Maximum hate: +8.00 It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 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. A pair of boots made of leather. |
Emelegarin (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to reduce all saves and defense by 30 Damage (Melee): 15 lightning / 38 mind / 25 darkness Changes stats: +1 Wil Changes resistances: +6% lightning Changes damage: +8% lightning Critical mult.: +10.00% Physical save: +10 (+3 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +50% Confusion immunity: +20% Stun/Freeze immunity: +20% Mindpower: +9 (+3 eff.) When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +14 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Fulaldil the hardened leather gloves (0 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Damage (Melee): 5 acid Changes stats: +3 Str / +3 Wil / +3 Cun / +3 Con Changes resistances: +8% darkness / +7% acid Changes damage: +5% acid Talent mastery: +0.20 Technique / Grappling Physical save: +3 (+1 eff.) Spell save: +9 (+4 eff.) Disarm immunity: +20% Stamina each turn: +3.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 15.5 - 17.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +14 darkness Damage (radius 2) on crit: +8 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glorana the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 30 Damage (Melee): 6 lightning / 6 fire Changes stats: +1 Cun / +1 Dex Changes resistances: +5% lightning / +5% fire Changes damage: +5% lightning / +3% fire / +6% mind Life regen: +1.90 Stamina each turn: +0.80 Psi each turn: +0.14 See invisible: +3 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +5 lightning / +5 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.96 to 119.88 lightning damage (79.92 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Ravenmalice (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 lightning / 10 darkness Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +15% darkness Changes damage: +15% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Starstoker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +6 Mag / +3 Wil / +2 Cun / +6 Con Changes resistances: +18% darkness / +9% light Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Infravision radius: +2 A pointy cloth hat, very wizardly... |
hardened leather cap 'Fulorak' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +14 Wil Changes resistances: +12% cold Allows you to breathe in: water Reduces incoming crit damage: 10.00% Spell save: +9 (+4 eff.) A cap made of leather. |
thaloren rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +5% blight Mental save: +7 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour (9 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Issedor (10 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Fatigue: +22% Changes stats: +2 Mag Changes resistances: +13% darkness / +4% physical / +5% arcane / +16% light Changes damage: +6% arcane Critical mult.: +15.00% Maximum life: +20.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel shield 'Heyon' (0 def, 19 armour, 13-16 power, 39 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 On weapon hit: * 20% chance to reduce armor by 36% When wielded/worn: Armour: +19 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +14% light / +13% darkness Talent granted: +1 Block Life regen: +4.00 Maximum life: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
Porulle the quiver of yew arrows (23/23, 44-61 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 acid Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Lisawe' (19/19, 18-25 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to reduce all saves and defense by 30 * 20% chance to knock the target back 3 spaces and deal 193 physical damage Damage (Ranged): +17 physical / +18 cold Damage (radius 2) on crit: +4 mind / +11 cold Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Shockquell' (19/48, 42-59 power, 10 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 48 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage On weapon crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +15 physical Damage (radius 1) on hit: +8 lightning / +12 blight Damage (radius 2) on crit: +12 lightning When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
4 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. |
327 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. |
2 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Ce'NattaCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +10 (+2 eff.) Changes resistances penetration: +15% physical Stamina each turn: +1.00 Light radius: +6 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. |
Eclipsespawner the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +1% physical Changes resistances penetration: +10% darkness Changes damage: +12% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Pinning immunity: +10% Maximum life: +46.00 Light radius: +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. |
alchemist's lamp 'Gloriath'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Mag Changes resistances: +3% blight / +8% darkness / +5% arcane Changes damage: +9% light Damage affinity(heal): +5% light Light radius: +6 Infravision radius: +3 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 137.97 light damage. At talent level 3 you gain 26% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 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. |
Duvikor [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Changes damage: +3% acid Spell save: +12 (+6 eff.) It can be used to blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Korestir the Kilnpulverizer [power 188] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes resistances: +24% fire Changes damage: +12% fire Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 50 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Mardydudar the ash wand of lightning storm [power 194] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 physical Changes damage: +6% acid Stamina each turn: +2.00 Psi when hit: +0.20 Only die when reaching: -80.00 life Mental crit. chance: +2% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By fgfgjkly the Doomelf Shadowblade level 12
8th Dusk 122nd year of Ascendancy at 06:01 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By fgfgjkly the Doomelf Shadowblade level 27
71st Haze 122nd year of Ascendancy at 20:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By fgfgjkly the Doomelf Shadowblade level 22
12nd Haze 122nd year of Ascendancy at 22:07 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By fgfgjkly the Doomelf Shadowblade level 6
78th Pyre 122nd year of Ascendancy at 04:01 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By fgfgjkly the Doomelf Shadowblade level 26
59th Haze 122nd year of Ascendancy at 05:00 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By fgfgjkly the Doomelf Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 02:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By fgfgjkly the Doomelf Shadowblade level 20
61st Dusk 122nd year of Ascendancy at 02:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By fgfgjkly the Doomelf Shadowblade level 30
2nd Allure 123rd year of Ascendancy at 07:32 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By fgfgjkly the Doomelf Shadowblade level 25
41st Haze 122nd year of Ascendancy at 12:15 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By fgfgjkly the Doomelf Shadowblade level 20
74th Dusk 122nd year of Ascendancy at 01:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By fgfgjkly the Doomelf Shadowblade level 28
72nd Haze 122nd year of Ascendancy at 09:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By fgfgjkly the Doomelf Shadowblade level 9
5th Mirth 122nd year of Ascendancy at 23:22 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By fgfgjkly the Doomelf Shadowblade level 29
5th Decay 122nd year of Ascendancy at 19:45 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By fgfgjkly the Doomelf Shadowblade level 15
36th Dusk 122nd year of Ascendancy at 16:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By fgfgjkly the Doomelf Shadowblade level 23
14th Haze 122nd year of Ascendancy at 15:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By fgfgjkly the Doomelf Shadowblade level 16
40th Dusk 122nd year of Ascendancy at 21:53 see stats
Log
Fgfgjkly uses Flurry.
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Fgfgjkly's spell attains critical power!
The demonic soul releases a burst of fire around Bethorille the Guardian!
Bethorille the Guardian has temporarily forgotten Infusion: Regeneration for 4 turns!
Fgfgjkly's spell attains critical power!
Bethorille the Guardian is covered in acid!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
You can hear a magical trigger firing off. An orb begins to glow brightly.
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Your shield crumbles under the damage!
The shield around fgfgjkly crumbles.
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Bethorille the Guardian notices you at the last moment!
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Bethorille the Guardian notices you at the last moment!
fgfgjkly performs a melee critical strike against Bethorille the Guardian!
Melee retaliation hits fgfgjkly for (25 absorbed), 0 cold, (25 absorbed), 0 cold, (25 absorbed), 0 cold, (12 absorbed), 13 cold, 25 cold, 25 cold, 25 cold, 25 cold, 25 cold, 25 cold (165 total damage).
Demonic Soul hits Bethorille the Guardian for (23 to psi shield), 34 fire (35 total damage).
fgfgjkly hits Bethorille the Guardian for 195 physical, (15 to psi shield), 23 fire, 20 acid, 11 physical, (18 to psi shield), 28 darkness, (5 to psi shield), 7 darkness, (1 to psi shield), 2 fire, (1 to psi shield), 2 fire, 282 acid, 207 physical, (18 to psi shield), 28 fire, 24 acid, 12 physical, (22 to psi shield), 33 darkness, 227 physical (1110 total damage).
Fgfgjkly is no longer evading attacks.
fgfgjkly killed Bethorille the Guardian!
Imploding (slow) from Bethorille the Guardian hits fgfgjkly for 95 physical damage.





























































































































