









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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.
Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Anorithil |
Level / Exp | 32 / 86% |
Size | medium |
Lifes / Deaths | Killed by Adita the giant carpenter ant at level 23 on the 52nd Haze 122nd year of Ascendancy at 05:43 / 2Killed by Porumille the elven corruptor at level 32 on the 1st Flare 123rd year of Ascendancy at 08:27 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 25 (base 18) |
Constitution | 29 (base 10) |
Magic | 91 (base 60) |
Willpower | 29 (base 10) |
Cunning | 64 (base 60) |
Resources
Life | -150/623 |
Positive | 78/143 |
Negative | 12/143 |
Healing Factor | 1.3924687383467 |
Regeneration | 14.272804568054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 8 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 41 |
Accuracy | 19 |
Crit Chance | 27% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 75 |
Crit Chance | 72% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Temporal | +28% |
Arcane | +21% |
Darkness | +79% |
All | +6% |
Offense: Damage Penetration
Darkness | +33% |
Temporal | +10% |
Mind | +5% |
Fire | +10% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 12 (48.304188961773%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 40 |
Mental Save | 30 |
Defense: Resistances
Acid | + 24%( 70%) |
Mind | + 38%( 70%) |
All | + 24%( 70%) |
Darkness | + 45%( 70%) |
Light | + 29%( 70%) |
Temporal | + 41%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 24%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Silence Resistance | 27% |
Confusion Resistance | 49% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 27% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 54.06 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 372 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Star fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 24), reducing damage dealt by 40%. Invisibility |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution 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 Constitution by +5. | done |
You failed to protect the repented thief from death by Ivita the fox. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of faeros ash. 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 minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ice wyrm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Silence Resist +27% Confus Resist +34% Stun Resist +28% other ------- Stamina/turn +0.60 Max stamina +10.00 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +11% darkness defense ------ Resistance +7% light Affinity +5% darkness Blind Resist +27% Confus Resist +15% other ------- Light +8 Infravision +3 See Stealth +8 See Invisibility +8 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 7.2 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 280.97 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +15% darkness Ignore resists +10% lightning +10% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Armor +1 Fatigue +1% Resistance +6% nature Spell save +4 (+1 eff.) Life +42.00 Healmod +11% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Armor +8 Resistance +12% mind +6% darkness Mind save +9 (+5 eff.) Stun Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (137 total damage) Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +40.00 Life Regen +10.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +2 Con offense ------ Physical Crit +6.0% Physical Power +23 (+11 eff.) Spellpower +22 (+5 eff.) Mindpower +10 (+4 eff.) Damage +14% temporal +6% all Ignore resists +10% darkness defense ------ Defense +10 (+4 eff.) Resistance +14% temporal Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag +11 Wil +4 Cun offense ------ Spell Crit +4% Against +24% Summoned defense ------ Resist Against +26% Summoned A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +39.00% Spellpower +25 (+6 eff.) On-Hit 27 fire Damage +25% darkness +3% lightning Ignore resists +5% lightning +5% mind Ignore Shields +22% defense ------ Defense +18 (+6 eff.) Resistance +6% mind +3% lightning Shield Power +12% other ------- See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 20% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +6 Con offense ------ Mind Crit +1% Critical power +15.00% Damage +14% darkness Ignore resists +13% darkness defense ------ Defense +2 (+1 eff.) Resistance +13% darkness Stealth +13 other ------- EQ when Hit +0.08 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex offense ------ Spell Crit +2% Spellpower +25 (+6 eff.) Spellpower/crit +4 defense ------ Spell save +15 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.16 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 90.18 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 123 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 3 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str offense ------ Physical Power +6 (+3 eff.) Combat Speed +10% Damage +6% physical +3% arcane +3% darkness Ignore resists +20% arcane When Hit 2 darkness defense ------ Resistance +5% arcane +6% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+10 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck +3 Con offense ------ Damage +6% fire Accuracy +7 (+3 eff.) defense ------ Defense +7 (+3 eff.) Resistance +3% fire Physical save +11 (+8 eff.) Spell save +11 (+3 eff.) Mind save +12 (+6 eff.) Resist unseen 13% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Combat Speed +10% Damage +9% nature +7% physical Ignore resists +10% fire defense ------ Resistance +21% fire +18% temporal Pinning Resist +32% Knockbk Resist +22% other ------- Masteries +0.22 Celestial/Hymns +0.22 Celestial/Chants Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Con offense ------ Damage +6% nature +9% cold Ignore resists +10% cold When Hit 8 nature defense ------ Fatigue -7% Resistance +3% cold Physical save +24 (+15 eff.) Life +98.00 Life Regen +17.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil +11 Mag offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +6 Damage +12% arcane defense ------ Spell save +12 (+4 eff.) other ------- Max hate +4.00 Max psi +50.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+7 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +7 (+3 eff.) On-Hit 12 physical On-Ranged-Hit 9 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 24 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +7 Con offense ------ Physical Power +10 (+5 eff.) Damage +12% lightning defense ------ Resistance +24% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +6 (+1 eff.) Accuracy +8 (+4 eff.) Ignore Armor +7 defense ------ Defense +12 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Physical Power +7 (+3 eff.) Spellpower +15 (+3 eff.) Mindpower +5 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +11.00% Spellpower +6 (+1 eff.) Damage +18% light +15% darkness defense ------ Resistance +3% light Physical save +6 (+6 eff.) Spell save +7 (+2 eff.) Mind save +5 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +21% cold +19% physical Ignore resists +25% light +15% fire defense ------ Resistance +24% cold other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 100% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag +1 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +7 (+3 eff.) Spellpower +17 (+4 eff.) Damage +12% lightning +20% cold Accuracy +8 (+4 eff.) defense ------ Armor +6 Hardiness +5% Resistance +6% lightning Physical save +4 (+4 eff.) other ------- Mana/turn +0.21 Max mana +59.00 Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +12 (+3 eff.) Damage +20% temporal other ------- Max mana +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% light defense ------ Armor +11 Hardiness +7% Defense +6 (+2 eff.) Physical save +2 (+2 eff.) other ------- Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Physical Power +20 (+10 eff.) Spellpower +20 (+5 eff.) Damage +25% darkness Ignore resists +12% darkness +15% physical When Hit 4 blight defense ------ Armor +4 Defense +5 (+2 eff.) Resistance +12% darkness other ------- Vim-on-crit +3.00 Max vim +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 155% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +12 (+4 eff.) Disarm Resist +49% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 126% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 120 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Damage +12% cold Ignore resists +24% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 201 damage over 5 turns and reducing armor and accuracy by 26 While equipped: offense ------ Physical Crit +12.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +11 Str +4 Dex +7 Mag +5 Wil +6 Cun +3 Con offense ------ Damage +7% physical Accuracy +9 (+4 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +5% all Accuracy +9 (+4 eff.) Ignore Armor +5 Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Spellpower +25 (+6 eff.) Damage +18% lightning +6% arcane other ------- Mana-on-crit +2.00 Max stamina +30.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +20 light While equipped: offense ------ Damage +21% temporal Accuracy +11 (+5 eff.) defense ------ Armor +4 Defense +10 (+4 eff.) Resistance +6% darkness Disease Resist +20% Disarm Resist +36% Pinning Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 6 physical Damage +8% physical +9% mind +9% darkness Ignore resists +6% physical +8% mind +7% darkness defense ------ Resistance +7% physical other ------- Max hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +10.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 51% * 8% chance to reduce armor by 43% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life +24.00 Life Regen +1.40 other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +20 light While equipped: Stats +8 Dex +3 Mag offense ------ Physical Crit +2.0% Spellpower +25 (+6 eff.) Spellpower/crit +8 Ignore resists +11% physical Ignore Shields +20% defense ------ Armor +4 other ------- Max stamina +30.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Steam Pool [Ego++] Arcane/Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +9 Con +6 Wil offense ------ Ignore resists +12% physical defense ------ Life +32.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 140% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Random Unique] Arcane/Master Weapon Damage 167% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +5 Critical Rate +14.5% Capacity 23 On-ranged-hit +8 arcane +4 temporal On-Hit, radius 1 +20 arcane On-crit, radius 2 +8 arcane +16 temporal On Hit: 20% Curse of Impotence level 4 On Critical: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego] Nature When used to Attack: Weapon Damage 158% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +133 On Hit: * 21% chance to reduce armor by 43% While equipped: offense ------ On-Hit 7 acid When Hit 13 acid When Hit: * 18% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +8% Resistance +14% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Arcane/Master When used to Attack: Weapon Damage 167% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On Hit: * reduce the cooldown of your ward talent by 1 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+4 eff.) defense ------ Armor +8 Fatigue +8% other ------- Wards +5 lightning +5 temporal +5 darkness +6 fire +5 nature +5 blight +5 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 40 [Unique] Arcane When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 20% Mag, 100% Str Damage Temporal Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+3 eff.) Ranged Defense +10 (+4 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+6 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+8 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+5 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +19 (+4 eff.) Damage +13% all defense ------ Resistance +13% all Spell save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +15% darkness +3% physical When Hit 6 physical defense ------ Armor +4 Defense +22 (+8 eff.) Fatigue +12% Resistance +17% acid +2% physical A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +27% arcane +6% blight defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid +5% arcane Spell save +9 (+3 eff.) other ------- Max mana +80.00 Max vim +30.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil defense ------ Armor +14 Defense +13 (+5 eff.) Fatigue +12% Mind save +24 (+11 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: defense ------ Armor +20 Defense +4 (+2 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature/Psionic While equipped: Stats +3 Wil defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +22% blight +17% darkness +8% mind Mind save +14 (+7 eff.) other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+4 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 18.75 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +7 (+3 eff.) defense ------ Resistance +7% lightning +9% temporal Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Power +10 (+5 eff.) defense ------ Armor +6 Defense +16 (+6 eff.) Mind save +9 (+5 eff.) Life +33.00 other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex +2 Wil +4 Con offense ------ Damage +6% nature Accuracy +15 (+7 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +9% fire Life +50.00 other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +19% darkness +12% temporal Life +35.00 Out-of-Phase Defense +16 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Damage +6% acid +3% cold defense ------ Armor +1 Fatigue -5% Physical save +6 (+6 eff.) other ------- Encumbrance +21 Light +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Fatigue -6% Life +38.00 other ------- Stamina/turn +0.80 Max stamina +17.00 A pair of boots made of leather. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +8 (+4 eff.) defense ------ Armor +7 Fatigue +5% Resistance +9% darkness Mind save +10 (+5 eff.) Life +52.00 other ------- Infravision +2 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +15 Ignore Armor +15 Critical Rate +16.0% Attack Speed 83% On-hit +8 darkness On Hit: 10% Battle Shout level 5 On Crit: 10% Dominate level 5 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +6 Con defense ------ Armor +7 Fatigue +3% Resistance +3% fire Physical save +12 (+9 eff.) Stun Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +10 Defense +6 (+2 eff.) Fatigue +4% Resistance +4% all Physical save +6 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% light Ignore resists +15% mind defense ------ Resistance +5% arcane +9% fire Life +43.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +3 Con offense ------ Spell Crit +5% Spellpower +3 (+0 eff.) defense ------ Resistance +17% blight +8% darkness Life Regen +4.00 other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 14 blight damage or heals 33 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 120.88 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 120.88 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +4 Str +4 Dex +2 Mag +2 Wil +4 Cun +4 Con offense ------ Damage +7% nature +12% light defense ------ Resistance +12% nature +6% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 102 physical damage Puts all charms on 15 turn cooldown 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Dex +2 Con offense ------ Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +12% mind +9% darkness other ------- Infravision +1 Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 523 Base Damage: 224 Armor: 7 All Resist: 11 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance 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. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Atel the Doomelf Anorithil level 20
20th Haze 122nd year of Ascendancy at 06:31 see stats
By Atel the Doomelf Anorithil level 28
75th Haze 122nd year of Ascendancy at 08:03 see stats
By Atel the Doomelf Anorithil level 23
52nd Haze 122nd year of Ascendancy at 10:06 see stats
By Atel the Doomelf Anorithil level 6
79th Pyre 122nd year of Ascendancy at 14:38 see stats
By Atel the Doomelf Anorithil level 10
1st Flare 122nd year of Ascendancy at 21:31 see stats
By Atel the Doomelf Anorithil level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:10 see stats
By Atel the Doomelf Anorithil level 30
21st Regrowth 123rd year of Ascendancy at 10:53 see stats
By Atel the Doomelf Anorithil level 27
67th Haze 122nd year of Ascendancy at 10:59 see stats
By Atel the Doomelf Anorithil level 29
3rd Regrowth 123rd year of Ascendancy at 17:15 see stats
By Atel the Doomelf Anorithil level 31
1st Time of Balance 123rd year of Ascendancy at 15:53 see stats
By Atel the Doomelf Anorithil level 13
33rd Dusk 122nd year of Ascendancy at 11:45 see stats
By Atel the Doomelf Anorithil level 10
2nd Flare 122nd year of Ascendancy at 14:10 see stats
By Atel the Doomelf Anorithil level 30
23rd Regrowth 123rd year of Ascendancy at 02:32 see stats
By Atel the Doomelf Anorithil level 10
4th Flare 122nd year of Ascendancy at 05:05 see stats
By Atel the Doomelf Anorithil level 26
63rd Haze 122nd year of Ascendancy at 03:46 see stats
By Atel the Doomelf Anorithil level 16
47th Dusk 122nd year of Ascendancy at 13:51 see stats
By Atel the Doomelf Anorithil level 23
52nd Haze 122nd year of Ascendancy at 05:43 see stats
Log
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Atel casts Haste of the Doomed.
Atel is out of phase.
Atel casts Pitiless.
Atel casts Haste of the Doomed.
The powerful blow energizes Porumille the elven corruptor reducing their cooldowns!
Your corruption explodes around Porumille the elven corruptor!
The powerful blow energizes Porumille the elven corruptor reducing their cooldowns!
Corruption of the Doomed hits Porumille the elven corruptor for 107 darkness damage.
Atel's Corona hits Porumille the elven corruptor for 109 darkness damage.
Porumille the elven corruptor casts Blood Lock.
Atel shrugs off Porumille the elven corruptor's 'Blood Lock'!
Porumille the elven corruptor casts Grace of the Eternals.
Porumille the elven corruptor speeds up.
Porumille the elven corruptor casts Blood Spray.
Porumille the elven corruptor hits Atel for 140 blight damage.
Rotting Disease from Porumille the elven corruptor hits Atel for 27 blight damage.
Decrepitude Disease from Glibeth the elven cultist hits Atel for 25 blight damage.
Weakness Disease from Elven cultist hits Porumille the elven corruptor for 32 blight damage.
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Atel conjures a lightning storm from his Mayita the ash wand of lightning storm!
Porumille the elven corruptor casts Blood Grasp.
Atel's dazing lightning area effect hits Porumille the elven corruptor for 42 lightning damage.
Porumille the elven corruptor is dazed!
Porumille the elven corruptor's Blood Grasp hits Atel for 41 blight damage.
Porumille the elven corruptor receives 10 healing from Porumille the elven corruptor's Blood Grasp.
Atel the level 32 doomelf anorithil was debilitated by noxious blight before falling to death by Porumille the elven corruptor on level 2 of Mark of the Spellblaze.
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Atel vanishes from sight.