
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 35 / 52% |
Size | medium |
Lifes / Deaths | Killed by Necrara at level 27 on the 15th Regrowth 123rd year of Ascendancy at 14:49 5 / 5Killed by Glorata the telugoroth at level 32 on the 74th Regrowth 123rd year of Ascendancy at 04:19 Killed by Necrara at level 32 on the 74th Regrowth 123rd year of Ascendancy at 06:41 Killed by Betalrana the corrupted mastocytic feeder at level 34 on the 1st Pyre 123rd year of Ascendancy at 21:56 Killed by Zubedata the rattlesnake at level 35 on the 69th Pyre 123rd year of Ascendancy at 10:41 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 62 (base 60) |
Magic | 88 (base 60) |
Willpower | 26 (base 13) |
Cunning | 42 (base 21) |
Resources
Life | -883/714 |
Mana | 303/353 |
Soul | 10/14 |
Healing Factor | 1.5498029716162 |
Regeneration | 71.557056833946 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 5 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 10 |
Crit Chance | 14% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 82 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +113% |
Temporal | +7% |
Blight | +18% |
Nature | +12% |
Cold | +27% |
All | 0% |
Offense: Damage Penetration
Darkness | +35% |
Cold | +80% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 42 (30%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 50 |
Mental Save | 49 |
Defense: Resistances
Blight | + 38%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 61%( 70%) |
All | + 34%( 70%) |
Lightning | + 58%( 70%) |
Light | + 46%( 70%) |
Temporal | + 41%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 70%( 70%) |
Mind | + 55%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 87% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 35% |
Silence Resistance | 36% |
Bleed Resistance | 100% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: 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 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 373 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Lich | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Eternal Night |
talent | Erupting Shadows |
talent | River of Souls |
talent | Grim Shadow |
talent | Spikes of Decrepitude |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
beneficial effect | Spellpower increased by 32. Consume Soul |
beneficial effect | Darkness damage increased by 20%. Born into Magic |
beneficial effect | The target has 44 increased life regeneration. Recovery |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 299. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed green worm. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. * You've found the needed vial of squid ink. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Silence- +26% Confus- +22% Stun/Frz- +25% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 5 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +30 (+6 eff.) Res.pen +25% cold ----- def ----- Max.HP +72.00 ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Max.vim +30.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +20% nature Crit.dmg- 10.00% Phys.save +3 (+2 eff.) Die.at -80.00 life Heal.mod +10% Confus- +20% A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Cun +2 Con dps ---------- Dmg.mod +21% darkness +9% cold Acc +5 (+5 eff.) Melee Ret 4 cold ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% lightning Mind.save +3 (+1 eff.) Max.HP +36.00 Cut- +10% Knockbk- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +15.00% Spell.pwr +27 (+5 eff.) Melee+ 19 fire Dmg.mod +25% darkness +12% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% ---------- misc Mana/turn +0.21 See.Invis +13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 13 temporal Dmg.mod +7% temporal Melee Ret 2 arcane ----- def ----- Armour +2 Fatigue +3% Resists +15% lightning +10% temporal +3% light +6% cold +6% mind +2% physical Spell.save +3 (+1 eff.) Silence- +10% Stun/Frz- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +12% cold +19% darkness Res.pen +15% cold ----- def ----- Resists +9% lightning +28% darkness +6% blight +15% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Defense +21 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+4 eff.) Die.at -80.00 life Max.HP +40.00 Blind- +20% Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: ----- def ----- Resists +26% mind +15% light Heal.mod +11% Cut- +50% Confus- +45% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 675% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 23%, your defense is increased by 23 and all your resistances by 23%. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 271.78 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 87.20 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 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 43% faster, and you are invisible (power 14). 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 38% faster, and you are invisible (power 12). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed 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 89 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 5 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +7 Lck +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +5% physical +5% temporal +5% light +5% darkness Res.pen +10% temporal Acc +9 (+9 eff.) Melee Ret 6 fire ----- def ----- Defense +6 (+2 eff.) Resists +11% mind +12% fire Unseen.red 12% Confus- +25% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag +3 Con dps ---------- Spell.crit +5% Spell.pwr +4 (+0 eff.) Dmg.mod +6% acid +3% temporal +5% cold +6% fire +6% lightning Res.pen +20% temporal ----- def ----- Armour +6 Defense +8 (+2 eff.) Res.Cap +3% all Crit.dmg- 10.00% Phys.save +25 (+13 eff.) Spell.save +10 (+4 eff.) Mind.save +14 (+4 eff.) ---------- misc Light +1 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +8 Mag dps ---------- Dmg.mod +10% lightning +3% fire ----- def ----- Resists +20% lightning ---------- misc Infravis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +8 Str +2 Con dps ---------- Dmg.mod +13% acid Res.pen +10% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Resists +26% acid ---------- misc Infravis +2 See.Invis +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +7 (+1 eff.) Acc +9 (+9 eff.) Apr +10 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +12% fire Max.HP +29.00 Disarm- +22% Pinning- +28% Knockbk- +35% ---------- misc Max.hate +6.00 Light +3 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +15% mind +12% fire Res.pen +10% mind ----- def ----- Resists +15% mind +21% fire Crit.dmg- 15.00% ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Spell.crit +10% Crit.mult +13.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% acid +15% physical Apr +3 ----- def ----- Armour +10 Resists +9% lightning ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness +9% nature Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +6 (+2 eff.) Resists +12% nature ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 108.67 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +12 Mag +13 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +8 Dmg.mod +30% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +36 (+7 eff.) Dmg.mod +30% blight Phasing +20% ----- def ----- Defense +21 (+7 eff.) Shield.pwr +13% ---------- misc Mana/turn +0.36 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +17% Spell.pwr +22 (+4 eff.) Melee+ 35 arcane Dmg.mod +30% acid ---------- misc Max.mana +94.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +21 cold On Hit: * 20% chance to reduce armor by 45% While equipped: Stats +4 Wil +2 Mag dps ---------- Spell.pwr +30 (+6 eff.) Phasing +30% ---------- misc Max.mana +40.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 blight +8 cold On Hit.r1 +8 lightning +8 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 * 25% chance for lightning to strike from the target to a second target dealing 129 damage While equipped: dps ---------- Res.pen +25% lightning +25% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 light Against +21% Undead On Crit: * Splash the target with acid dealing 215 damage over 5 turns and reducing armor and accuracy by 27 Massive two-handed swords. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +24% temporal Res.pen +15% temporal ----- def ----- Resists +9% blight Spell.save +6 (+2 eff.) Heal.mod +15% Disease- +20% Sharp, long, and deadly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 129 damage While equipped: Stats +3 Cun dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +5 (+3 eff.) Res.pen +10% fire ----- def ----- Resists +6% mind ---------- misc Hate/m.crit +3.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 116% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +4.5% Atk.spd 100% Phasing +16% While equipped: Stats +5 Str +4 Cun dps ---------- Dmg.mod +9% mind +6% cold Melee Ret 10 cold ---------- misc Infravis +3 See.Invis +6 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: Stats +1 Con dps ---------- Crit.mult +20.00% Phys.pwr +10 (+6 eff.) Acc +15 (+12 eff.) ----- def ----- Resists +6% nature +5% physical One-handed war axes. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +8 light While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% light ----- def ----- Defense +15 (+5 eff.) Resists +6% light +5% physical Phys.save +7 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 temporal On Crit.r2 +32 lightning +35 cold While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Mov.spd +50% Res.pen +24% lightning +12% cold Melee Ret 8 temporal ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.24 Max.psi +30.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit: * 20% chance to reduce damage dealt by 16% While equipped: dps ---------- Dmg.mod +15% acid +30% darkness Res.pen +15% all +10% fire Acc +15 (+12 eff.) Apr +14 Melee Ret 4 fire ----- def ----- Resists +6% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +200% While equipped: Stats +6 Str +8 Mag +8 Cun dps ---------- Phys.pwr +14 (+8 eff.) Phys.spd +10% Dmg.mod +15% physical +11% temporal Res.pen +15% physical +11% temporal ----- def ----- Resists +5% arcane +6% fire Die.at -80.00 life HP.reg +2.00 Pinning- +20% ---------- misc Reload +6 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Rare] Nature Power 117% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Ranged+ +38 cold +16 mind On Hit.r1 +16 mind +16 cold On Crit.r2 +9 cold On Hit: * 20% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 19 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Master Power 157% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +16.0% Capacity 18 Ranged+ +8 cold +16 temporal On Hit.r1 +4 cold On Crit.r2 +20 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 56 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +20 blight While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +18% blight Acc +13 (+11 eff.) Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +6 Fatigue +8% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Nature When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +74 While equipped: Stats +4 Str +2 Con dps ---------- Mind.pwr +15 (+8 eff.) Melee+ 19 lightning Melee Ret 12 lightning ----- def ----- Armour +6 Fatigue +8% Phys.save +3 (+2 eff.) Die.at -80.00 life Max.HP +100.00 Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Arcane When used to Attack: Power 136% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 On Hit.r1 +12 nature On Crit.r2 +24 light +24 fire While equipped: Stats +9 Mag dps ---------- On shield block: * Deals 193 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +30% light +22% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +23 (+12 eff.) Res.pen +25% light On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +9% light +9% all Mind.save +20 (+6 eff.) ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +7 Dex +2 Wil +4 Cun +2 Con dps ---------- Dmg.mod +13% darkness Melee Ret 6 blight ----- def ----- Resists +19% darkness +9% mind +9% all ---------- misc See.Invis +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid Melee Ret 4 lightning 10 cold On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +31% acid +24% cold +30% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +13% mind +30% darkness +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +26 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +7% Phys.pwr +15 (+8 eff.) Spell.pwr +16 (+3 eff.) Mind.pwr +15 (+8 eff.) Dmg.mod +12% lightning ----- def ----- Armour +4 Defense +16 (+5 eff.) Fatigue +7% Resists +12% lightning +9% light +12% acid Mind.save +6 (+2 eff.) HP.reg +4.00 Silence- +20% A suit of armour made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +13 (+4 eff.) A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +7% mind +18% darkness Mind.save +21 (+7 eff.) Max.HP +40.00 HP.reg +4.00 Poison- +20% Teleport- +20% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +11 Fatigue +22% Resists +9% darkness +8% physical Phys.save +30 (+15 eff.) Spell.save +15 (+5 eff.) Pinning- +20% Knockbk- +20% A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% light +30% cold Res.pen +25% fire ----- def ----- Resists +11% cold +21% fire ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +10 Wil +3 Cun dps ---------- Spell.crit +4% Against +15% Summoned ----- def ----- D.Red.from +26% Summoned A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +18.00% Dmg.mod +9% arcane Acc +10 (+9 eff.) Apr +8 Melee Ret 4 blight On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +2 (+0 eff.) Resists +20% blight +5% arcane Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Dmg.mod +3% darkness +18% physical ----- def ----- Defense +2 (+0 eff.) Resists +6% acid +9% lightning Mind.save +9 (+3 eff.) Poison- +20% Knockbk- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+0 eff.) Phys.save +9 (+5 eff.) Mind.save +5 (+1 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +11 Cun +7 Con dps ---------- Res.pen +20% light ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+6 eff.) Mind.save +14 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+7 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +7% darkness Mind.save +5 (+1 eff.) Max.HP +41.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Con +6 Mag dps ---------- Dmg.mod +9% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +12% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +8% cold +3% darkness ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +10% cold +6% darkness Res.pen +5% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Defense +1 (+0 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% light +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire Crit.dmg- 10.00% Max.HP +40.00 HP.reg +4.00 ---------- misc Equi/ret +0.04 Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +10% darkness Spell.save +12 (+4 eff.) ---------- misc Infravis +4 A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+2 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +4 Cun +5 Con dps ---------- Spell.pwr +25 (+5 eff.) S.pwr/crit +4 Dmg.mod +12% acid +12% mind ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 34.0 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +5 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Con dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +6% darkness +12% physical Res.pen +25% light Acc +25 (+17 eff.) ----- def ----- Mind.save +10 (+3 eff.) ---------- misc Stam/turn +3.00 Light +4 See.Stealth +12 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Resists +8% blight Mind.save +7 (+2 eff.) HP.reg +7.00 ---------- misc Light +4 See.Stealth +10 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 18 fire ----- def ----- Resists +7% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% darkness Melee Ret 14 fire ----- def ----- Resists +8% light +7% fire Affinity +5% darkness ---------- misc Light +4 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 459.55 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 85 power out of 85/85 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Spell.crit +1% Phasing +10% Melee Ret 2 blight ----- def ----- Resists +12% cold Max.HP +82.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +10.00% Acc +10 (+9 eff.) ----- def ----- Armour +2 Defense +30 (+10 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Dex +5 Mag +2 Wil +5 Cun +5 Con Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Dex +5 Mag +5 Cun dps ---------- Mind.crit +5% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Con +4 Wil dps ---------- Phys.crit +2.0% Dmg.mod +6% acid ----- def ----- Armour +8 Defense +10 (+3 eff.) ---------- misc Max.hate +10.00 Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 245 physical damage Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +4 Mag +2 Wil dps ---------- Res.pen +25% nature ----- def ----- Resists +6% nature +9% fire ---------- misc Infravis +2 Sting an enemy dealing 224 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% acid ----- def ----- Resists +6% fire Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to heal for 61. 100% to reduce fatigue by 31% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 629 Base Damage: 299 Armor: 20 All Resist: 10 Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 8 acid ----- def ----- Resists +3% darkness +3% acid Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 blight +3 cold +2 darkness +3 light Talents +1 Ward Fire a magical bolt dealing 150 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 acid +3 nature +3 darkness +3 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Necrara the Higher Necromancer level 18
35th Dusk 122nd year of Ascendancy at 12:10 see stats
By Necrara the Higher Necromancer level 23
1st Decay 122nd year of Ascendancy at 19:13 see stats
By Necrara the Higher Necromancer level 26
3rd Allure 123rd year of Ascendancy at 20:17 see stats
By Necrara the Higher Necromancer level 26
7th Allure 123rd year of Ascendancy at 01:23 see stats
By Necrara the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 21:13 see stats
By Necrara the Higher Necromancer level 20
65th Haze 122nd year of Ascendancy at 01:15 see stats
By Necrara the Lich Necromancer level 30
67th Regrowth 123rd year of Ascendancy at 07:18 see stats
By Necrara the Lich Necromancer level 27
15th Regrowth 123rd year of Ascendancy at 14:49 see stats
By Necrara the Higher Necromancer level 19
40th Haze 122nd year of Ascendancy at 05:36 see stats
By Necrara the Higher Necromancer level 25
1st Allure 123rd year of Ascendancy at 05:52 see stats
By Necrara the Higher Necromancer level 11
5th Dusk 122nd year of Ascendancy at 09:25 see stats
By Necrara the Higher Necromancer level 7
78th Pyre 122nd year of Ascendancy at 09:56 see stats
By Necrara the Higher Necromancer level 10
5th Flare 122nd year of Ascendancy at 15:47 see stats
By Necrara the Higher Necromancer level 22
80th Haze 122nd year of Ascendancy at 21:47 see stats
By Necrara the Higher Necromancer level 16
22nd Dusk 122nd year of Ascendancy at 03:57 see stats
Log
Bane of Confusion from Necrara hits Zubedata the rattlesnake for (29 flat reduction), 45 darkness (45 total damage).
Necrara activates River of Souls.
Talent Invoke Darkness is ready to use.
Spikes of Decrepitude hits Zubedata the rattlesnake for (20 flat reduction), 0 cold, (26 flat reduction), 0 darkness (0 total damage).
Erupting Shadows hits Zubedata the rattlesnake for (29 flat reduction), 0 darkness (0 total damage).
Zubedata the rattlesnake has shrugged off 12 damage and is ready for more.
Bane of Confusion from Necrara hits Zubedata the rattlesnake for (29 flat reduction), 0 darkness (0 total damage).
Necrara's River of Souls hits Zubedata the rattlesnake for (29 flat reduction), 246 darkness (246 total damage).
Necrara casts Invoke Darkness.
Necrara hits Zubedata the rattlesnake for (29 flat reduction), 298 darkness (298 total damage).
Zubedata the rattlesnake uses Perfect Strike.
Zubedata the rattlesnake aims carefully.
Zubedata the rattlesnake throws a finishing uppercut.
Zubedata the rattlesnake performs a melee critical strike against Necrara!
Necrara is recovering from the damage!
Necrara resists the stun!
Zubedata the rattlesnake hits Necrara for 581 physical, 3 lightning, 2 lightning, 33 physical (619 total damage).
Melee retaliation hits Zubedata the rattlesnake for (4 flat reduction), 0 cold, (1 flat reduction), 0 arcane (0 total damage).
Necrara speeds up.
Spikes of Decrepitude hits Zubedata the rattlesnake for (20 flat reduction), 0 cold, (29 flat reduction), 0 darkness (0 total damage).
Erupting Shadows hits Zubedata the rattlesnake for (29 flat reduction), 16 darkness (16 total damage).
Zubedata the rattlesnake has shrugged off 98 damage and is ready for more.
Necrara moves reluctantly!
Melee retaliation hits Zubedata the rattlesnake for (4 flat reduction), 0 cold, (1 flat reduction), 0 arcane (0 total damage).
Bane of Confusion from Necrara hits Zubedata the rattlesnake for (29 flat reduction), 0 darkness (0 total damage).
Zubedata the rattlesnake's Beyond the Flesh hits Necrara for 230 physical, 3 lightning, 33 physical (267 total damage).
Zubedata the rattlesnake throws two quick punches.
Zubedata the rattlesnake performs a melee critical strike against Necrara!