









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 23 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 80th Haze 122nd year of Ascendancy at 06:13 0 / 6Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 80th Haze 122nd year of Ascendancy at 07:08 Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 80th Haze 122nd year of Ascendancy at 07:55 Killed by Poltergeist Bloomsoul at level 22 on the 7th Decay 122nd year of Ascendancy at 06:57 Killed by Poltergeist Bloomsoul at level 22 on the 7th Decay 122nd year of Ascendancy at 11:18 Killed by Elarawe the skeleton assassin at level 23 on the 9th Decay 122nd year of Ascendancy at 14:52 |
Primary Stats
| Strength | 41 (base 13) |
| Dexterity | 47 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 89 (base 49) |
| Willpower | 33 (base 10) |
| Cunning | 92 (base 49) |
Resources
| Life | -10/643 |
| Mana | 190/347 |
| Stamina | 178/248 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 50.413793757177 |
| See Invisible | 57.413793757177 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 60 |
| Crit Chance | 36% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 60 |
| Crit Chance | 47% |
| APR | 38 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +5% |
| Physical | +3% |
| Lightning | +46% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (50%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 59 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 30%( 70%) |
| Cold | + 24%( 70%) |
| Blight | + 26%( 70%) |
| Acid | + 20%( 70%) |
| Fire | + 23%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 447 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 133 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1152% for 10 turns (12 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. 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 sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Lightningtide (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +5 Con dps ---------- Crit.mult +5.00% Dmg.mod +15% lightning +3% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+5 eff.) Mind.save +16 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ragivor2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +1 Mag +1 Wil +3 Con dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
| On head | linen wizard hat 'Sunwrither' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +5 Mag +2 Cun dps ---------- Dmg.mod +11% lightning Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning ---------- misc Light +1 A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Splendourbrand' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +7 Wil dps ---------- Melee+ 11 light Dmg.mod +5% light Res.pen +10% light ----- def ----- Armour +2 Fatigue +3% Resists +8% light ---------- misc Infravis +3 See.Invis +9 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | steel torque of mindblast 'Elemira' [power 175] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Mag +1 Wil +4 Con dps ---------- Phys.pwr +15 (+5 eff.) ---------- misc Stam/turn +1.00 Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 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 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 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 | conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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! |
| Around neck | copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
| In main hand | magewarrior's short yew magestaff of channeling (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +8 (+2 eff.) Spell.pwr +27 (+7 eff.) Dmg.mod +20% lightning Acc +6 (+2 eff.) ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Around waist | noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +6 Lck dps ---------- Against +20% Summoned ----- def ----- D.Red.from +19% Summoned Stealth +7 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32 power, 20 apr) =dex/cun=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Zerelathadir the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.crit +4% Spell.pwr +6 (+1 eff.) Mind.pwr +4 (+1 eff.) S.pwr/crit +6 ----- def ----- Resists +9% lightning +10% darkness +10% light +9% fire +13% blight +11% cold +6% acid +15% all Phys.save +14 (+5 eff.) Spell.save +36 (+12 eff.) Mind.save +39 (+10 eff.) Max.HP +60.00 Silence- +41% ---------- misc Max.vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the wizard (range 6; phase 22; cd 12)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 22%, your defense is increased by 22 and all your resistances by 22%. 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 |
manasurge rune of the titan (regen 732% over 10 turns; mana 37; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 732% for 10 turns (7 total) and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 72; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
marksman's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% acid Acc +6 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
solipsist's copper ring of pilfering =cun/will=0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disease- +15% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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! It was changed by the digestive sack. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
short elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 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 102.26 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. |
magewarrior's short yew magestaff of might (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +13% Phys.pwr +8 (+2 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +20% lightning Acc +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Xeressra' (35-42 power, 6 apr, blight element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +27 (+7 eff.) S.pwr/crit +11 Dmg.mod +35% blight Res.pen +5% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.22 Max.mana +64.00 Max.vim +20.00 Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 56.84 to 68.21 blight damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 161.13 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
enhanced yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Str +8 Dex +8 Mag +16 Wil +8 Cun +16 Con ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour of spell shielding (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% arcane Spell.save +11 (+4 eff.) Max.HP +34.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
hardened leather armour 'Boredradar' (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Mind.crit +2% Melee Ret 4 mind ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Mind.save +18 (+5 eff.) HP.reg +4.50 ---------- misc Stam/turn +0.50 Light +3 A suit of armour made of leather. |
rough leather belt 'Breganeg'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil ----- def ----- Resists +3% temporal Max.HP +32.00 ---------- misc Light +1 Infravis +3 A belt that goes around your waist. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Borugachik' (2 def, 0 armour) =cun=2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Cun +3 Dex dps ---------- Mind.pwr +10 (+3 eff.) Acc +20 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/ret +0.12 Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Murkkill' (2 def, 0 armour) =cun=2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Cun +1 Dex dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chaldir the Strikeraze (15 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Defense +15 (+5 eff.) Resists +3% acid Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+1 eff.) Max.HP +60.00 Stun/Frz- +10% Knockbk- +10% A pair of boots made of leather. |
Malodir the Airrune (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% lightning ----- def ----- Armour +1 Resists +8% lightning +5% temporal +3% light A pair of boots made of leather. |
Relgodublek the pair of hardened leather boots (0 def, 3 armour) =cun=2.0 T3 feet armor [Rare] Nature While equipped: Stats +9 Cun +2 Dex dps ---------- Res.pen +10% mind ----- def ----- Armour +3 HP.reg +7.00 Heal.mod +12% ---------- misc Infravis +2 See.Invis +6 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Layoldann' (25 def, 4 armour) =con=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% acid ----- def ----- Armour +4 Defense +25 (+8 eff.) Fatigue +3% Resists +6% acid Phys.save +13 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+1 eff.) Die.at -40.00 life Disarm- +29% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +10 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Duviran the cashmere wizard hat (2 def, 0 armour) =dex=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex +7 Wil dps ---------- Dmg.mod +13% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Defense +2 (+1 eff.) Resists +19% acid A pointy cloth hat, very wizardly... |
Xeroyavena (0 def, 1 armour) =dex=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind ---------- misc Max.hate +4.00 A cap made of leather. |
Xeryvea the Pitchshear (0 def, 1 armour) =con=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +15% darkness +5% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +3% darkness A cap made of leather. |
hardened leather cap 'Glimmerstrike' (0 def, 6 armour) =str/dex=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Con dps ---------- Dmg.mod +6% light +6% lightning Melee Ret 8 light ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +3 A cap made of leather. |
iron helm of constitution (+2) (0 def, 3 armour) =con=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
190 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe 'Bleakgash' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% cold Melee Ret 4 darkness ----- def ----- Resists +6% darkness ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One =will=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
extending iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle [power 145] (22 cooldown)2.0 T2 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: 312 Base Damage: 156 Armor: 4 All Resist: 0 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Branachak the elm wand of shielding [power 110] (17 cooldown) =will=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Resists +3% acid Mind.save +9 (+2 eff.) Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing yew wand of lightning storm [power 266] (13 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (388 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding 'Grinavon' [power 242] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +3% blight +6% fire +12% nature Spell.save +6 (+2 eff.) Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By literally a metal album cover the Skeleton Arcane Blade level 19
20th Haze 122nd year of Ascendancy at 10:19 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By literally a metal album cover the Skeleton Arcane Blade level 21
80th Haze 122nd year of Ascendancy at 10:30 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By literally a metal album cover the Skeleton Arcane Blade level 18
3rd Haze 122nd year of Ascendancy at 19:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By literally a metal album cover the Skeleton Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 20:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By literally a metal album cover the Skeleton Arcane Blade level 20
53rd Haze 122nd year of Ascendancy at 10:54 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By literally a metal album cover the Skeleton Arcane Blade level 20
68th Haze 122nd year of Ascendancy at 16:47 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By literally a metal album cover the Skeleton Arcane Blade level 19
22nd Haze 122nd year of Ascendancy at 23:21 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By literally a metal album cover the Skeleton Arcane Blade level 19
23rd Haze 122nd year of Ascendancy at 10:25 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By literally a metal album cover the Skeleton Arcane Blade level 14
30th Dusk 122nd year of Ascendancy at 08:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By literally a metal album cover the Skeleton Arcane Blade level 18
3rd Haze 122nd year of Ascendancy at 21:18 see stats
Log
Literally a metal album cover is not dazed anymore.
Burning from Elarawe the skeleton assassin hits literally a metal album cover for 39 fire damage.
Literally a metal album cover rushes out!
You are too close to build up momentum!
Literally a metal album cover uses Flurry.
literally a metal album cover performs a melee critical strike against Elarawe the skeleton assassin!
Elarawe the skeleton assassin's fighting ability is impaired!
Literally a metal album cover casts Lightning.
literally a metal album cover performs a melee critical strike against Elarawe the skeleton assassin!
Literally a metal album cover casts Lightning.
Literally a metal album cover's spell attains critical power!
Literally a metal album cover is surging arcane power.
literally a metal album cover performs a melee critical strike against Elarawe the skeleton assassin!
Literally a metal album cover casts Lightning.
Elarawe the skeleton assassin is dazed!
literally a metal album cover hits Elarawe the skeleton assassin for 36 physical, 16 light, 23 lightning, 32 physical, 12 light, 17 lightning, 36 physical, 0 light, 23 lightning, 241 lightning, 26 physical, 12 light, 17 lightning, 0 physical, 0 light, 23 lightning, 0 lightning, 0 physical, 12 light, 17 lightning, 0 lightning (540 total damage).
Elarawe the skeleton assassin uses To The Arms.
Elarawe the skeleton assassin misses literally a metal album cover.
Burning from Elarawe the skeleton assassin hits literally a metal album cover for 16 fire damage.
Literally a metal album cover shrugs off the effect 'Pinned to the ground'!
Elarawe the skeleton assassin uses Overcharge Saws.
Elarawe the skeleton assassin overcharges saw motors.
Elarawe the skeleton assassin uses Flurry.
Elarawe the skeleton assassin is not dazed anymore.
Literally a metal album cover is recovering from the damage!
Melee retaliation hits Elarawe the skeleton assassin for 2 light, 2 light, 2 light, 2 light, 2 light, 2 light, 2 light, 2 light (17 total damage).
Tempest of Metal hits literally a metal album cover for 26 physical, 5 arcane, 20 fire, 13 darkness, 16 physical, 6 blight, 5 arcane, 20 fire, 13 darkness (124 total damage).
Elarawe the skeleton assassin hits literally a metal album cover for 22 physical, 3 arcane, 10 fire, 5 darkness, 35 physical, 6 blight, 5 arcane, 20 fire, 13 darkness, 62 physical, 5 arcane, 20 fire, 13 darkness, 24 physical, 6 blight, 5 arcane, 20 fire, 13 darkness, 73 physical, 5 arcane, 20 fire (386 total damage).
literally a metal album cover the level 23 skeleton arcane blade was roasted to death by Elarawe the skeleton assassin on level 4 of Ruined halfling complex.


















































































































