










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 38 / 67% |
| Size | huge |
| Lifes / Deaths | Killed by ruin banshee at level 25 on the 42nd Haze 122nd year of Ascendancy at 08:05 / 2Killed by Beludheth the Invoker at level 38 on the 9th Allure 124th year of Ascendancy at 19:26 |
| Antimagic | Follower |
Primary Stats
| Strength | 125 (base 37) |
| Dexterity | 17 (base 10) |
| Constitution | 83 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 104 (base 59) |
| Cunning | 25 (base 10) |
Resources
| Life | -81/1563 |
| Equilibrium | 10 |
| Healing Factor | 1.7335640288595 |
| Regeneration | 37.925537961457 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +69.54510541169% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 242 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 11 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 19% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Physical | +33% |
| Cold | +50% |
| All | 0% |
| Lightning | +20% |
| Light | +10% |
| Mind | +12% |
| Darkness | +20% |
| Fire | +25% |
| Nature | +67% |
Offense: Damage Penetration
| Acid | +35% |
| Blight | +30% |
| Physical | +30% |
| Cold | +30% |
| Lightning | +30% |
| Darkness | +30% |
| Mind | +20% |
| Fire | +30% |
| Nature | +50% |
Defense: Base
| Armour (hardiness) | 57.084537089062 (100%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 29 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 70%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 42%( 70%) |
| Physical | + 46%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 50% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 315 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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 gruesome experiments. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by grave wight. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 235. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 T1 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.(153 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | warlord's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Str +3 Wil +3 Con dps ---------- Phys.pwr +13 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +5% physical Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 30.54 cold and 27.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | 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 (+2 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. |
| Around waist | monstrous rough leather belt of valiance1.0 T1 belt armor [Ego++] Nature/Psionic While equipped: Stats +3 Str +2 Wil +4 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +6 Str +6 Wil dps ---------- Dmg.mod +15% nature ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | Zanakan (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 7 fire 7 physical Dmg.mod +5% physical +5% fire Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Armour +9 Fatigue +3% Resists +9% acid +7% fire 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 | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Around neck | Layyth0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +7 Cun dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% mind Melee Ret 6 physical ----- def ----- Resists +5% arcane +5% physical Die.at -60.00 life ---------- misc Max.psi +30.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 602%; cd 18)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 602% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune (range 55; cd 10)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (103). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Superpower You have set the ring to grant you Superpower! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +7% blight Max.HP +67.00 HP.reg +10.00 Heal.mod +15% Poison- +16% Disease- +17% Rings make your fingers look great! |
Scorchrend the voratun battleaxe (57-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Nature Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 nature While equipped: Stats +8 Mag dps ---------- S.pwr/crit +8 Dmg.mod +9% fire ----- def ----- Spell.save +18 (+9 eff.) ---------- misc Mana/turn +0.16 Massive two-handed battleaxes. |
caustic stralite battleaxe of daylight (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Nature Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 light Against +19% Undead On Crit.r2 +34 acid +33 nature While equipped: dps ---------- Res.pen +12% acid +16% nature Apr +13 Massive two-handed battleaxes. |
blazebringer's stralite dagger of amnesia (29-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Psionic Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +69 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +7% Res.pen +13% fire Sharp, short and deadly. |
truestriking stralite dagger (28-37 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +17 (+6 eff.) Apr +10 Sharp, short and deadly. |
The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+7 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
flaming stralite greatmaul (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane Power 54.0 - 81.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +14 fire Massive two-handed mauls. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
arcing stralite greatsword of evisceration (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) Massive two-handed swords. |
chilling stralite greatsword of evisceration (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 49.5 - 79.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 cold On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+2 eff.) Massive two-handed swords. |
thought-forged voratun greatsword of massacre (79-126 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master/Psionic Power 79.0 - 126.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 mind On Hit: * 21% chance to reduce all saves and defense by 31 While equipped: Stats +6 Cun +5 Wil Massive two-handed swords. |
fungal elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Dex 35 [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +6 Con dps ---------- Phys.crit +11.0% Acc +15 (+5 eff.) ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 104 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
inquisitor's stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Disrupt Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
enhanced stralite mace of massacre (42-59 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature/Master Power 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Str +9 Dex +7 Mag +7 Wil +7 Cun +3 Con Blunt and deadly. |
voratun mace of disruption (44-61 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Disrupt Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Against +15% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
warbringer's stralite mace of rage (34-47 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +7% physical Res.pen +6% physical Acc +13 (+5 eff.) ----- def ----- Disarm- +23% Blunt and deadly. |
Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+6 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 56 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
pulsing mindstar of gales (14-15 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +12% lightning +7% cold +8% physical ----- def ----- Defense +14 (+7 eff.) Pinning- +19% ---------- misc 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. |
Vorywe (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +31 (+7 eff.) S.pwr/crit +7 Dmg.mod +30% cold ----- def ----- Resists +9% blight +5% arcane Crit.chn- 15.00% HP.reg +1.40 Heal.mod +21% Poison- +10% Pinning- +20% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 36.72 to 44.06 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +18 (+5 eff.) Dmg.mod +25% fire ---------- misc Vim/s.crit +4.00 Max.vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 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 +15% Crit.mult +12.00% Spell.pwr +30 (+7 eff.) Dmg.mod +30% cold ---------- misc Mana/turn +0.10 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. |
cruel elven-wood magestaff of greater warding (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning ----- def ----- Armour +9 Defense +8 (+4 eff.) ---------- misc Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of might (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +17.00% Spell.pwr +16 (+4 eff.) Melee+ 21 fire Dmg.mod +20% fire ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff of channeling (25-30 power, 5 apr, cold element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +9 (+2 eff.) Spell.pwr +30 (+7 eff.) Dmg.mod +25% cold Acc +5 (+2 eff.) ---------- misc Mana/turn +0.21 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. |
potent elven-wood starstaff of might (32-38 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 32.0 - 38.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +16 (+4 eff.) Dmg.mod +32% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+4 eff.) Dmg.mod +25% light ---------- misc Mana/turn +0.16 Max.mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
impervious stralite steamsaw of fire resistance (+21%) (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam When used to Attack: Block +89 While equipped: Stats +6 Con ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +10% Resists +21% fire Phys.save +9 (+3 eff.) ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
living stralite steamsaw of crippling (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam When used to Attack: Melee+ +13 nature While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +17% nature +16% blight Max.HP +29.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
living stralite steamsaw of massacre (42-64 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Power 42.5 - 63.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam When used to Attack: Melee+ +15 nature While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +14% nature +15% blight Max.HP +50.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced stralite steamsaw of temporal resistance (+13%) (28-43 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 28.5 - 42.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +78 Uses 1.0 Steam When used to Attack: Block +31 While equipped: dps ---------- On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +10% Resists +13% temporal ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elven-silk cloak of fog (11 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +11 (+6 eff.) Resists +22% light +15% fire Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient silk robe of fire (+30%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +20% fire +12% physical +21% temporal Res.pen +9% temporal +10% physical ----- def ----- Resists +13% all +30% fire Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of corrosion (+19%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +13% acid ----- def ----- Resists +19% acid +15% all Mind.save +26 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +6% Spell.pwr +23 (+5 eff.) Dmg.mod +18% darkness +21% light +12% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of light (+33%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +18% temporal +16% arcane +22% light ----- def ----- Resists +33% light +13% all ---------- misc Max.mana +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +21 (+5 eff.) Dmg.mod +16% temporal +10% arcane +10% all ----- def ----- Resists +13% all ---------- misc Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature +11% physical ----- def ----- Resists +7% all +11% physical Poison- +22% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Stormtouch (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +15% temporal Res.pen +25% lightning ----- def ----- Armour +4 Defense +5 (+3 eff.) Fatigue -2% Max.HP +45.00 HP.reg +6.00 Heal.mod +15% ---------- misc Stam/turn +0.40 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 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 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) A pair of boots made of leather. |
pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +5 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Obsidianpassion the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Melee+ 15 blight Dmg.mod +10% blight Res.pen +25% mind ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +18% darkness Mind.save +15 (+7 eff.) 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. |
alchemist's voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Melee+ 6 acid 3 fire 6 cold 3 lightning Dmg.mod +6% arcane ----- def ----- Armour +3 Fatigue +5% 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. |
brawler's voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +8 Dex +8 Cun dps ---------- Acc +7 (+3 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +10% Spell.pwr +11 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.21 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. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
impenetrable stralite mail armour of lightning resistance (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
impenetrable stralite mail armour of spell shielding (4 def, 21 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +21 Defense +4 (+2 eff.) Fatigue +12% Resists +7% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
impenetrable voratun mail armour of clarity (5 def, 22 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: ----- def ----- Armour +22 Defense +5 (+3 eff.) Fatigue +12% Resists +7% mind Mind.save +16 (+7 eff.) A suit of armour made of mail. |
prismatic iron mail armour of spell shielding (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% darkness +6% arcane +12% light Spell.save +11 (+6 eff.) A suit of armour made of mail. |
stralite mail armour 'Polurin' (4 def, 23 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% arcane Melee Ret 6 arcane ----- def ----- Armour +23 Defense +4 (+2 eff.) Fatigue +12% Resists +23% lightning +5% arcane Max.HP +66.00 HP.reg +6.00 Heal.mod +18% A suit of armour made of mail. |
stralite mail armour 'Vilewrither' (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 8 nature ----- def ----- Armour +13 Defense +4 (+2 eff.) Fatigue +12% Resists +13% acid +3% light +13% cold +9% mind +18% nature ---------- misc Light +3 Breathe water A suit of armour made of mail. |
voratun mail armour 'Zubylelaith' (5 def, 33 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Wil +2 Mag ----- def ----- Armour +33 Defense +5 (+3 eff.) Fatigue +4% Resists +3% blight +3% temporal +3% light Phys.save +15 (+4 eff.) Max.HP +63.00 HP.reg +8.00 Heal.mod +17% ---------- misc See.Invis +6 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
drakeskin leather armour 'Morbuskiss' (29 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Mov.spd +20% Dmg.mod +15% lightning +6% nature +18% mind Res.pen +25% nature +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Armour +8 Defense +29 (+14 eff.) Fatigue +8% Resists +6% mind A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +20% acid HP.reg +4.30 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 48.0 - 57.6 Ice Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +8.0% Block +150 On Hit: 15% Ice Shards 3 While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
living stralite shield (0 def, 8 armour, 52-62 power, 137 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +137 Melee+ +15 nature While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +18% nature +12% blight Max.HP +80.00 ---------- misc Talents +1 Block Handheld deflection devices. |
plaguebringer's quiver of elven-wood arrows of wind (20/20, 42-59 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane/Nature Power 42.0 - 58.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Proj.spd +200% Ranged+ +18 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 207 physical damage Arrows are used with bows to pierce your foes to death. |
67 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
2 emerald0.0 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. |
5 jade0.0 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. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dreamer's dwarven lantern1.0 T5 lite [Ego+] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +9 (+5 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
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. |
Alochak the pouch of steel shots (20/20, 26-31 power, 2 apr)3.0 T2 shot ammo [Random Unique] Disrupt/Master/Psionic Power 26.0 - 31.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +12 acid +11 physical Against +11% Unnatural On Hit: * 20% chance to reduce armor by 8% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 200 physical damage * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
Blindmonster (17/17, 45-54 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Rare] Arcane Power 45.0 - 54.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 17 Rld cld 2 Ranged+ +20 blight +20 arcane On Hit.r1 +8 blight On Crit.r2 +8 blight On Hit: * 20% chance to reduce damage dealt by 25% * 20% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
thought-forged pouch of stralite shots of grasping (21/21, 44-53 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Rld cld 6 Ranged+ +16 mind On Hit: * 15% chance to reduce all saves and defense by 31 * 20% chance to create vines that bind the target to the ground dealing 200 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 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. |
2 amber0.0 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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Hali the Cornac Wyrmic level 29
50th Haze 122nd year of Ascendancy at 11:28 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Hali the Cornac Wyrmic level 28
47th Haze 122nd year of Ascendancy at 10:46 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Hali the Cornac Wyrmic level 20
26th Haze 122nd year of Ascendancy at 04:21 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Hali the Cornac Wyrmic level 36
42nd Dusk 123rd year of Ascendancy at 15:00 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Hali the Cornac Wyrmic level 35
40th Dusk 123rd year of Ascendancy at 18:53 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Hali the Cornac Wyrmic level 37
7th Decay 123rd year of Ascendancy at 13:45 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Hali the Cornac Wyrmic level 15
1st Dusk 122nd year of Ascendancy at 06:37 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Hali the Cornac Wyrmic level 34
9th Dusk 123rd year of Ascendancy at 06:58 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Hali the Cornac Wyrmic level 21
28th Haze 122nd year of Ascendancy at 12:33 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hali the Cornac Wyrmic level 31
22nd Pyre 123rd year of Ascendancy at 01:37 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Hali the Cornac Wyrmic level 29
48th Haze 122nd year of Ascendancy at 05:01 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hali the Cornac Wyrmic level 30
73rd Regrowth 123rd year of Ascendancy at 03:38 see stats
Huge Appetite (Roguelike)
Ate 20 bosses.By Hali the Cornac Wyrmic level 38
8th Allure 124th year of Ascendancy at 23:57 see stats
Level 10 (Roguelike)
Got a character to level 10.By Hali the Cornac Wyrmic level 10
4th Mirth 122nd year of Ascendancy at 09:55 see stats
Level 20 (Roguelike)
Got a character to level 20.By Hali the Cornac Wyrmic level 20
10th Haze 122nd year of Ascendancy at 19:31 see stats
Level 30 (Roguelike)
Got a character to level 30.By Hali the Cornac Wyrmic level 30
19th Regrowth 123rd year of Ascendancy at 21:33 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Hali the Cornac Wyrmic level 30
78th Regrowth 123rd year of Ascendancy at 03:15 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Hali the Cornac Wyrmic level 29
68th Haze 122nd year of Ascendancy at 18:11 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hali the Cornac Wyrmic level 29
48th Haze 122nd year of Ascendancy at 09:55 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Hali the Cornac Wyrmic level 29
47th Haze 122nd year of Ascendancy at 15:30 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Hali the Cornac Wyrmic level 20
28th Haze 122nd year of Ascendancy at 08:43 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Hali the Cornac Wyrmic level 34
9th Dusk 123rd year of Ascendancy at 08:16 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Hali the Cornac Wyrmic level 9
1st Mirth 122nd year of Ascendancy at 16:18 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hali the Cornac Wyrmic level 31
39th Pyre 123rd year of Ascendancy at 04:49 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Hali the Cornac Wyrmic level 15
6th Haze 122nd year of Ascendancy at 22:55 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Hali the Cornac Wyrmic level 31
38th Pyre 123rd year of Ascendancy at 20:25 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Hali the Cornac Wyrmic level 29
47th Haze 122nd year of Ascendancy at 11:51 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Hali the Cornac Wyrmic level 16
8th Haze 122nd year of Ascendancy at 09:57 see stats
Unstoppable (Roguelike)
Returned from the dead.By Hali the Cornac Wyrmic level 25
42nd Haze 122nd year of Ascendancy at 08:05 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Hali the Cornac Wyrmic level 27
46th Haze 122nd year of Ascendancy at 00:25 see stats
Log
Something hits Something for 10 fire damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Spikes of Decrepitude hits Hali for 14 cold, 33 darkness (47 total damage).
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Something hits Hali for 207 cold damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Hali uses Ice Wall.
Hali is no longer attuned.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Beludheth the Invoker's cleansing fire area effect hits Hali for 59 fire damage.
Beludheth the Invoker's cleansing fire area effect hits Silyldavena the Flamebringer for 44 fire damage.
Mirror Image (Beludheth the Invoker)'s cleansing fire area effect hits Silyldavena the Flamebringer for 7 fire damage.
Hali attunes to the damage.
Beludheth the Invoker's aether beam hits Hali for 23 arcane damage.
Talent Swallow is ready to use.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Burning from Beludheth the Invoker hits Hali for 227 fire damage.
Curse of Death from Mirror Image (Beludheth the Invoker) hits Hali for 2 darkness damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Something hits Something for 11 fire damage.
Beludheth the Invoker's aether beam hits Hali for 16 arcane damage.
Beludheth the Invoker casts Blastwave.
Beludheth the Invoker roars triumphantly.
Hali resists the punch!
Beludheth the Invoker hits Hali for 111 fire damage.
Hali the level 38 cornac wyrmic was boiled to death by Beludheth the Invoker on level 1 of Hidden Vault - Vor Pride (1).










































































































































