Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Skeleton |
Class | Arcane Blade |
Level / Exp | 23 / 38% |
Size | huge |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 10th Haze 122nd year of Ascendancy at 06:34 / 2Killed by Urkis, the High Tempest at level 23 on the 10th Haze 122nd year of Ascendancy at 07:00 |
Primary Stats
Strength | 56 (base 14) |
Dexterity | 54 (base 10) |
Constitution | 25 (base 10) |
Magic | 72 (base 53) |
Willpower | 21 (base 10) |
Cunning | 59 (base 44) |
Resources
Life | -13/848 |
Mana | 252/307 |
Stamina | 169/214 |
Healing Factor | 1.2545178243369 |
Regeneration | 12.858807699453 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 36.114050962765 |
Offense: Mainhand
Damage | 58 |
Accuracy | 54 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 49 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Cold | +25% |
Mind | +15% |
Lightning | +39% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +13% |
Light | +25% |
Temporal | +13% |
Fire | +5% |
Cold | +25% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 28 (65.65183292883%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 31 |
Mental Save | 27 |
Defense: Resistances
Lightning | + 70%( 70%) |
Nature | + 47%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 19%( 70%) |
Darkness | + 24%( 70%) |
Cold | + 66%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1215% for 10 turns (0 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 39. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Treeclamor' (0 def, 3 armour) pair of hardened leather boots 'Treeclamor' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +6 Dex +4 Mag +2 Con dps ---------- Res.pen +25% cold +13% temporal +10% nature +13% darkness ----- def ----- Armour +3 Resists +15% darkness +16% temporal Def/telep +13 Res/telep +13% Dur/telep +14% A pair of boots made of leather. |
Light source | Elinn the Ichorspitter Elinn the Ichorspitter2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Max.HP +42.00 ---------- misc Max.hate +6.00 Max.psi +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 50.46 to 151.37 lightning damage (100.91 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+5 eff.) Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 130.32 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | stralite torque of gale force [power 250] (7/15 cooldown) stralite torque of gale force [power 250] (7/15 cooldown)2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 250 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Vargh Redemption 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 12.62 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 26/60 This azure ring seems to be always moist to the touch. |
On fingers | steel quartz ring steel quartz ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +14% lightning +9% fire Res.pen +25% light +5% fire Melee Ret 2 fire ----- def ----- Defense +8 (+3 eff.) Resists +28% lightning Max.HP +51.00 HP.reg +10.00 Heal.mod +13% Stun/Frz- +30% ---------- misc Light +1 Rings make your fingers look great! |
Around neck | grounding copper amulet of dexterity (+3) grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | arcing iron longsword of massacre (18-24 power, 2 apr) arcing iron longsword of massacre (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | Chagorn the steel shield (0 def, 4 armour, 14-17 power, 42.5 block) Chagorn the steel shield (0 def, 4 armour, 14-17 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +12 lightning On Hit.r1 +8 mind While equipped: Stats +2 Str +2 Dex dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% Resists +26% lightning +17% cold ---------- misc Equi/ret +0.04 Talents +1 Block Handheld deflection devices. |
Cloak | Shockstrider (2 def, 0 armour) Shockstrider (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +6 Str +2 Dex +3 Wil +2 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +2 (+1 eff.) Resists +9% blight Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
Inventory
movement infusion of the duelist (speed 567%; cd 17) movement infusion of the duelist (speed 567%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 567% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; mental; dur 2; cd 15) wild infusion of the wizard (res 29%; mental; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 10; cd 17) blink rune (range 5; phase 10; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 47; cd 22) shatter afflictions rune of the titan (absorb 47; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 47 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 227; dur 4; cd 18) shielding rune of the sneak (absorb 227; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 227 damage for 4 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. |
shielding rune of the titan (absorb 196; dur 4; cd 15) shielding rune of the titan (absorb 196; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 196 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
warrior's copper amulet warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Eregar Eregar0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 physical Ranged+ 14 physical Res.pen +10% temporal Acc +9 (+3 eff.) Apr +9 Melee Ret 4 arcane 2 temporal On Hit (Melee): * 11% chance to reduce all saves and defense by 27 On Hit (Ranged): * 11% chance to reduce all saves and defense by 27 ----- def ----- Defense +9 (+3 eff.) Resists +12% temporal Max.HP +22.00 Disarm- +24% Pinning- +22% Knockbk- +25% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light +15% mind ----- def ----- Resists +3% mind Mind.save +6 (+3 eff.) Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper agate ring copper agate ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Str +1 Dex +3 Mag +1 Wil +3 Cun +1 Con dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
copper ametrine ring copper ametrine ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Acc +6 (+2 eff.) Rings make your fingers look great! |
copper ring of lightning (+22%) copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
rogue's copper ring of tenacity rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +23.00 Disarm- +22% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
savage's steel ring of pilfering savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Spell.save +12 (+6 eff.) ---------- misc Max.stam +15.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel opal ring steel opal ring0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +7 Wil +7 Cun +2 Con dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +47.00 HP.reg +6.00 Heal.mod +13% Rings make your fingers look great! |
steel opal ring steel opal ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +7 Dex +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
steel quartz ring steel quartz ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 12 light Ranged+ 18 light Dmg.mod +12% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr) Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 16.50 cold damage and 13.20 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Crystalline Iron waraxe (14-20 power, 2 apr) Crystalline Iron waraxe (14-20 power, 2 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane A part of set. Power 14.4 - 20.1 Arcane Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 One-handed war axes. Transformed with the power of the Spellblaze. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 34.29 to 102.86 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
hardened leather belt 'Mayasetta' =cold res= hardened leather belt 'Mayasetta' =cold res=1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +4 Defense +25 (+8 eff.) Resists +8% fire +24% cold Crit.chn- 10.00% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Offalnoon (1 def, 0 armour) =lightning= Offalnoon (1 def, 0 armour) =lightning=2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% lightning Melee Ret 2 nature On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak of battle (5 def, 0 armour) enveloping kruk cloak of battle (5 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Fatigue -3% Phys.save +6 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Smearpall (0 def, 0 armour) =lightning= Smearpall (0 def, 0 armour) =lightning=2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning On Hit (Melee): * 20% chance to reduce armor by 35% * 10% chance to slow global speed by 54% * 10 arcane resource burn ----- def ----- Resists +24% lightning +9% darkness +6% cold +3% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 eff.) Dmg.mod +15% arcane ----- def ----- Resists +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. |
focusing Robe of the Worm of frost (+18%) (0 def, 0 armour) focusing Robe of the Worm of frost (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +7% all +18% cold ---------- misc Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Ce'Nybeth' (5 def, 0 armour) =lightning= linen robe 'Ce'Nybeth' (5 def, 0 armour) =lightning=2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +5 (+2 eff.) Resists +16% lightning +1% physical +7% all HP.reg +4.00 Pinning- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Rags of the Sanctuary of protection (3 def, 2 armour) spellwoven Rags of the Sanctuary of protection (3 def, 2 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +7% all Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Yvuvea (0 def, 3 armour) =arcane= Yvuvea (0 def, 3 armour) =arcane=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +6% arcane +3% mind Res.pen +10% blight Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of rushing (0 def, 3 armour) pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
Chillveil the rough leather cap (0 def, 1 armour) =arcane= Chillveil the rough leather cap (0 def, 1 armour) =arcane=2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% cold +3% darkness +12% arcane ----- def ----- Armour +1 Fatigue +1% Resists +9% cold A cap made of leather. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Furnaceglory the dwarven-steel mail armour (3 def, 12 armour) Furnaceglory the dwarven-steel mail armour (3 def, 12 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +12% Resists +9% lightning +12% fire +3% mind +19% cold Confus- +20% Knockbk- +10% A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Glorykira (0 def, 5 armour, 10-13 power, 19 block) Glorykira (0 def, 5 armour, 10-13 power, 19 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +19 Melee+ +12 arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% physical ----- def ----- Armour +5 Fatigue +8% Max.HP +46.00 ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of resistance (0 def, 9 armour, 31-37 power, 101 block) reinforced dwarven-steel shield of resistance (0 def, 9 armour, 31-37 power, 101 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +101 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +8% acid +6% fire +7% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë 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 42/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
garnet 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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 Chest 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. |
Berydrarim the steel torque of mindblast [power 165] (7/15 cooldown) Berydrarim the steel torque of mindblast [power 165] (7/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +1% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Hate/m.crit +1.00 Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Elimitha' [power 165] (7/15 cooldown) steel torque of gale force 'Elimitha' [power 165] (7/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +15 (+5 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 165 physical damage Puts all charms on 15 cooldown 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
soothing ash wand of shielding [power 200] (7/20 cooldown) soothing ash wand of shielding [power 200] (7/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 44. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Voltmaster III the Skeleton Arcane Blade level 18
39th Dusk 122nd year of Ascendancy at 12:54 see stats
By Voltmaster III the Skeleton Arcane Blade level 21
79th Dusk 122nd year of Ascendancy at 09:31 see stats
By Voltmaster III the Skeleton Arcane Blade level 18
39th Dusk 122nd year of Ascendancy at 01:01 see stats
By Voltmaster III the Skeleton Arcane Blade level 21
49th Dusk 122nd year of Ascendancy at 16:32 see stats
By Voltmaster III the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 05:28 see stats
By Voltmaster III the Skeleton Arcane Blade level 20
45th Dusk 122nd year of Ascendancy at 16:57 see stats
By Voltmaster III the Skeleton Arcane Blade level 21
78th Dusk 122nd year of Ascendancy at 18:02 see stats
By Voltmaster III the Skeleton Arcane Blade level 21
78th Dusk 122nd year of Ascendancy at 21:12 see stats
By Voltmaster III the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 23:49 see stats
By Voltmaster III the Skeleton Arcane Blade level 5
4th Mirth 122nd year of Ascendancy at 05:32 see stats
By Voltmaster III the Skeleton Arcane Blade level 18
39th Dusk 122nd year of Ascendancy at 15:18 see stats
By Voltmaster III the Skeleton Arcane Blade level 23
10th Haze 122nd year of Ascendancy at 06:34 see stats
Log
Hurricane from Urkis, the High Tempest hits Forest wight for 66 lightning damage.
Hurricane from Urkis, the High Tempest hits Voltmaster III for (47 absorbed), 8 lightning (8 total damage).
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 44 lightning damage.
Burning from Urkis, the High Tempest hits Voltmaster III for (17 absorbed), 0 fire (0 total damage).
Voltmaster III casts Arcane Strike.
Voltmaster III hits Urkis, the High Tempest for 27 arcane, 30 arcane (57 total damage).
Forest wight's glacial vapour area effect hits Voltmaster III for 10 cold damage.
Forest wight's glacial vapour area effect hits Storm drake hatchling for 29 cold damage.
Forest wight's glacial vapour area effect hits Urkis, the High Tempest for 19 cold damage.
Urkis, the High Tempest casts Lightning.
Voltmaster III hits Storm drake hatchling for 0 lightning damage.
Voltmaster III hits Urkis, the High Tempest for 0 lightning damage.
Urkis, the High Tempest hits Voltmaster III for 241 lightning damage.
Voltmaster III is dazed!
Storm drake hatchling misses Voltmaster III.
Poison from Voltmaster III hits Storm drake hatchling for 5 nature damage.
Thunderstorm hits Voltmaster III for 29 lightning damage.
Voltmaster III is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Storm drake hatchling for 55 lightning damage.
Hurricane from Urkis, the High Tempest hits Voltmaster III for 69 lightning damage.
Burning from Urkis, the High Tempest hits Voltmaster III for 17 fire damage.
Voltmaster III uses Block.
Forest wight's glacial vapour area effect hits Voltmaster III for (10 blocked), 0 cold (0 total damage).
Forest wight's glacial vapour area effect hits Storm drake hatchling for 29 cold damage.
Forest wight's glacial vapour area effect hits Urkis, the High Tempest for 19 cold damage.
Urkis, the High Tempest casts Manathrust.
Urkis, the High Tempest hits Voltmaster III for (42 blocked), 134 arcane (134 total damage).
Voltmaster III the level 23 skeleton arcane blade was blasted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.