












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 31 / 64% |
| Size | big |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 6th Mirth 122nd year of Ascendancy at 05:16 / 40Killed by Norgos, the Guardian at level 11 on the 3rd Flare 122nd year of Ascendancy at 09:49 Killed by Asiope the dwarf at level 13 on the 9th Dusk 122nd year of Ascendancy at 22:32 Killed by Etepsha the Bringer of Doom at level 15 on the 41st Dusk 122nd year of Ascendancy at 11:13 Killed by Rantha the Worm at level 15 on the 42nd Dusk 122nd year of Ascendancy at 03:51 Killed by Voryma the green ooze at level 15 on the 51st Dusk 122nd year of Ascendancy at 13:53 Killed by aether beam at level 15 on the 51st Dusk 122nd year of Ascendancy at 15:00 Killed by Voryma the green ooze at level 15 on the 51st Dusk 122nd year of Ascendancy at 16:07 Killed by aether beam at level 15 on the 60th Dusk 122nd year of Ascendancy at 00:49 Killed by Zubariassra the skeleton assassin at level 17 on the 39th Haze 122nd year of Ascendancy at 06:06 Killed by Urkis, the High Tempest at level 17 on the 39th Haze 122nd year of Ascendancy at 12:08 Killed by Urkis, the High Tempest at level 17 on the 39th Haze 122nd year of Ascendancy at 13:24 Killed by Kelad, the One Who Stole Poosh at level 18 on the 45th Haze 122nd year of Ascendancy at 07:44 Killed by Grgglck's Tentacle at level 19 on the 71st Haze 122nd year of Ascendancy at 06:52 Killed by Grgglck the Devouring Darkness at level 19 on the 71st Haze 122nd year of Ascendancy at 09:00 Killed by Arch at level 20 on the 73rd Haze 122nd year of Ascendancy at 05:28 Killed by alchemist golem at level 20 on the 73rd Haze 122nd year of Ascendancy at 08:11 Killed by Silimina the broken golem at level 20 on the 73rd Haze 122nd year of Ascendancy at 14:50 Killed by Weirdling Beast at level 24 on the 21st Regrowth 123rd year of Ascendancy at 11:01 Killed by Celia at level 24 on the 36th Regrowth 123rd year of Ascendancy at 02:41 Killed by ghast at level 24 on the 36th Regrowth 123rd year of Ascendancy at 04:08 Killed by Xidara the skeleton warrior at level 24 on the 36th Regrowth 123rd year of Ascendancy at 05:21 Killed by Celia at level 24 on the 36th Regrowth 123rd year of Ascendancy at 06:36 Killed by Gynne the skeleton archer at level 24 on the 36th Regrowth 123rd year of Ascendancy at 07:51 Killed by ghast at level 24 on the 36th Regrowth 123rd year of Ascendancy at 09:08 Killed by Zubumira the master vampire at level 24 on the 36th Regrowth 123rd year of Ascendancy at 10:30 Killed by Islossra the vampire at level 24 on the 36th Regrowth 123rd year of Ascendancy at 13:05 Killed by Kryl-Feijan at level 27 on the 53rd Regrowth 123rd year of Ascendancy at 10:30 Killed by Urkis, the High Tempest at level 28 on the 61st Regrowth 123rd year of Ascendancy at 16:36 Killed by worm that walks at level 28 on the 7th Pyre 123rd year of Ascendancy at 09:21 Killed by Betutira the ghoul at level 30 on the 13rd Pyre 123rd year of Ascendancy at 00:45 Killed by Betutira the ghoul at level 30 on the 13rd Pyre 123rd year of Ascendancy at 02:02 Killed by Animated nature's thorny mindstar of storms at level 30 on the 14th Pyre 123rd year of Ascendancy at 04:48 Killed by champion of Urh'Rok at level 30 on the 14th Pyre 123rd year of Ascendancy at 12:23 Killed by champion of Urh'Rok at level 30 on the 14th Pyre 123rd year of Ascendancy at 13:40 Killed by thaurhereg at level 30 on the 14th Pyre 123rd year of Ascendancy at 17:23 Killed by Betossra the vampire at level 31 on the 27th Pyre 123rd year of Ascendancy at 13:11 Killed by Emyra the skeleton warrior at level 31 on the 27th Pyre 123rd year of Ascendancy at 16:03 Killed by ghoul at level 31 on the 27th Pyre 123rd year of Ascendancy at 17:25 Killed by The Master at level 31 on the 27th Pyre 123rd year of Ascendancy at 18:52 |
Primary Stats
| Strength | 23 (base 17) |
| Dexterity | 12 (base 10) |
| Constitution | 26 (base 22) |
| Magic | 93 (base 40) |
| Willpower | 73 (base 47) |
| Cunning | 37 (base 26) |
Resources
| Life | -56/541 |
| Mana | 196/316 |
| Healing Factor | 1.3116586254954 |
| Regeneration | 2.0330708695179 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +77.777777777778% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 126 |
| Accuracy | 8 |
| Crit Chance | 16% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 31% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Lightning | +39% |
| Cold | +27% |
| Darkness | +17% |
| Blight | +40% |
| Arcane | +72% |
| Fire | +47% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +75% |
| Light | +25% |
| Cold | +25% |
| Blight | +10% |
| Arcane | +30% |
| Fire | +45% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 51.422164138579 (30%) |
| Defense | 33 |
| Ranged Defense | 39 |
| Fatigue | 2 |
| Physical Save | 25 |
| Spell Save | 39 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 41%( 70%) |
| Light | + 30%( 70%) |
| Fire | + 31%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 29%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 11% |
| Pinning Resistance | 19% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 cold, 3 physical, 3 arcane, 3 temporal |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 526 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 820% for 10 turns (48 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Phantasmal Shield |
| talent | Spellcraft |
| talent | Feather Wind |
| talent | Shielding |
| talent | Defensive Posture |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
| detrimental effect | Reduces global action speed by 29% and all outgoing projectiles speed by 49%. Congeal Time |
| beneficial effect | Stay put, increasing your armour and defense by 8. Shoes of Moving Slowly |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 21.42 blight damage per turn. Rotting Disease |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | The target is surrounded by a space distortion that randomly sends (72% chance) incoming damage to another target (The Master). Absorbs 217/760 damage before it crumbles. Displacement Shield |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Arch. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Staff combat (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 184. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 1 wormhole(s). | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
| Quiver | Narelar the Naturelord (19/19, 23-32 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to knock the target back 3 spaces and deal 174 physical damage Damage (Ranged): +8 nature / +14 physical Damage (radius 1) on hit: +12 light / +4 blight Damage (radius 2) on crit: +12 blight Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Yarikor'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes resistances penetration: +5% arcane Changes damage: +6% physical Mana each turn: +0.08 Only die when reaching: -20.00 life Light radius: +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 | Lightfury the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 light Changes stats: +2 Con / +3 Wil Changes resistances: +10% cold Changes resistances penetration: +25% light Allows you to breathe in: water See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | evasive elven-wood wand of shielding [power 380] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 619 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 13% 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 | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 210.85 You won the Ring of Blood trial, and this is your reward. |
| Around waist | drakeskin leather belt 'Emina'Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str / +2 Dex / +5 Mag / +2 Wil / +5 Con Physical save: +12 (+6 eff.) Life regen: +1.30 Maximum life: +69.00 See invisible: +6 Healing mod.: +18% Size category: +1 A belt that goes around your waist. |
| In main hand | Plague-Fire Sceptre (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 175% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+6 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| On hands | Eludalle (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +3 Con / +5 Wil Changes resistances penetration: +10% blight / +15% mind Changes damage: +18% blight Mental save: +11 (+5 eff.) Maximum life: +46.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gleamglamour the silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Mag Changes resistances: +13% all Changes damage: +30% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +86.00 Spell crit. chance: +3% Light radius: +2 Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.8 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 89.82 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | InfernobiterInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +3 Wil Changes resistances: +15% darkness / +9% fire / +14% light / +3% cold Changes resistances penetration: +20% fire Talent mastery: +0.20 Spell / Stone Mental save: +5 (+2 eff.) Blindness immunity: +29% Confusion immunity: +11% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 25.21 physical damage and 47.63 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Cyrethra the BrightblowCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +6% blight / +3% light Changes resistances penetration: +25% fire Changes damage: +9% acid Disarm immunity: +33% Pinning immunity: +29% Knockback immunity: +40% Maximum life: +34.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.36 cold and 7.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to 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 Activation costs 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? |
stralite ring 'Moldriver'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +8% blight / +3% fire / +11% nature / +26% lightning Changes resistances penetration: +15% nature Changes damage: +13% lightning / +6% fire Mental save: +11 (+5 eff.) Poison immunity: +18% Disease immunity: +15% Confusion immunity: +35% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Turisus the vined mindstar (4-4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Damage (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes resistances: +4% nature Changes resistances penetration: +6% nature Changes damage: +4% nature / +15% blight Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Life regen: +0.80 Equilibrium when hit: +1.00 Maximum life: +22.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
Anisus the Arcbearer (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid / 6 fire Changes resistances penetration: +10% acid Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Isletha the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +7 Lck Changes resistances: +7% acid / +2% physical / +3% light / +8% fire / +7% lightning / +8% cold Trap disarming bonus: +10 Stealth bonus: +10 Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum life: +42.00 Infravision radius: +4 A belt that goes around your waist. |
Pitchbane the elven-silk robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +6% light / +6% darkness / +15% all Changes resistances penetration: +10% darkness Changes damage: +12% light Spell save: +18 (+6 eff.) Mental save: +19 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +7% temporal Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Urthular' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +2 Mag / +2 Wil / +6 Cun Reduces incoming crit damage: 15.00% Spellpower: +5 (+1 eff.) It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. |
Gygas the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+9 eff.) Fatigue: +8% Changes stats: +2 Cun / +1 Dex Changes resistances: +3% nature / +12% light Maximum life: +153.00 A suit of armour made of leather. |
52 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+7 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+7 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +13.00% Spell save: +6 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning) Activation costs 50 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.Isytha the Floebliss (18/18, 32-38 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage Damage (Ranged): +20 light / +20 cold Damage (radius 1) on hit: +20 cold / +20 fire Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By Arch the Cornac Archmage level 15
41st Dusk 122nd year of Ascendancy at 12:25 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Arch the Cornac Archmage level 21
79th Haze 122nd year of Ascendancy at 06:20 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By Arch the Cornac Archmage level 18
45th Haze 122nd year of Ascendancy at 08:50 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Arch the Cornac Archmage level 18
45th Haze 122nd year of Ascendancy at 13:26 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Arch the Cornac Archmage level 28
64th Regrowth 123rd year of Ascendancy at 00:47 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Arch the Cornac Archmage level 24
36th Regrowth 123rd year of Ascendancy at 10:30 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Arch the Cornac Archmage level 24
21st Regrowth 123rd year of Ascendancy at 18:48 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Arch the Cornac Archmage level 10
1st Summertide 122nd year of Ascendancy at 11:54 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Arch the Cornac Archmage level 20
72nd Haze 122nd year of Ascendancy at 22:05 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Arch the Cornac Archmage level 30
11st Pyre 123rd year of Ascendancy at 15:54 see stats
May the 4th be with you!
.By Arch the Cornac Archmage level 22
16th Regrowth 123rd year of Ascendancy at 13:24 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Arch the Cornac Archmage level 18
45th Haze 122nd year of Ascendancy at 11:41 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Arch the Cornac Archmage level 19
72nd Haze 122nd year of Ascendancy at 22:03 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Arch the Cornac Archmage level 9
7th Mirth 122nd year of Ascendancy at 16:17 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Arch the Cornac Archmage level 29
11st Pyre 123rd year of Ascendancy at 15:18 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Arch the Cornac Archmage level 21
78th Haze 122nd year of Ascendancy at 07:39 see stats
You were not supposed to see that! (Exploration mode)
Read a Forbidden Tome.By Arch the Cornac Archmage level 19
72nd Haze 122nd year of Ascendancy at 01:35 see stats
Log
Arch misses The Master.
The shield around Lord of Skulls (warrior) crumbles.
Lord of Skulls (warrior) uses Giant Leap.
Arch is dazed!
Elder vampire is dazed!
Arch teleports some damage to Lord of Skulls (warrior)!
Lord of Skulls (warrior) hits Elder vampire for 0 physical, 0 cold (0 total damage).
Lord of Skulls (warrior) hits Arch for 163 physical, (5 teleported), 0 cold (163 total damage).
Lord of Skulls (warrior) hits The Master for (1 to minion: Lord of Skulls (warrior)), 5 teleported (5 total damage).
Melee retaliation hits Lord of Skulls (warrior) for 1 fire, 0 cold, 1 lightning, 1 arcane, 2 fire, 1 cold, 2 lightning, 2 arcane, 1 fire, 0 cold, 1 lightning, 1 arcane, 1 fire, 0 cold, 1 lightning, 1 arcane (13 total damage).
Hurricane from Arch hits The Master for (4 to minion: Lord of Skulls (warrior)), 12 fire, (3 to minion: Lord of Skulls (warrior)), 8 cold, (4 to minion: Lord of Skulls (warrior)), 11 lightning, (5 to minion: Lord of Skulls (warrior)), 14 arcane (45 total damage).
Hurricane from Arch hits Elder vampire for 16 fire, 6 cold, 15 lightning, 19 arcane (56 total damage).
Hurricane from Arch hits Lord of Skulls (warrior) for (11 absorbed), 5 fire, (8 absorbed), 3 cold, (3 absorbed), 7 lightning, 18 arcane (33 total damage).
Arch is not dazed anymore.
Lord of Skulls (warrior) casts Rune: Blink.
Lord of Skulls (warrior) is out of phase.
Arch teleports some damage to Elder vampire!
Thunderstorm hits The Master for (2 to minion: Lord of Skulls (warrior)), 5 fire, (1 to minion: Lord of Skulls (warrior)), 3 cold, (2 to minion: Lord of Skulls (warrior)), 5 lightning, (2 to minion: Lord of Skulls (warrior)), 6 arcane (21 total damage).
Thunderstorm hits Elder vampire for 3 fire, 1 cold, 3 lightning, 3 arcane, (4 ignored), 0 fire, 1 cold, 3 lightning, 4 arcane (18 total damage).
Thunderstorm hits Lord of Skulls (warrior) for 3 fire, 2 cold, 2 lightning, 3 arcane, 3 fire, 2 cold, 3 lightning, 4 arcane (23 total damage).
Rotting Disease from Elder vampire hits Arch for (9 teleported), 0 blight (0 total damage).
Rotting Disease from Elder vampire hits The Master for (2 to minion: Lord of Skulls (warrior)), 9 teleported (9 total damage).
Lord of Skulls (warrior) is dazed!
Lord of Skulls (warrior) is not dazed anymore.
Elder vampire is not dazed anymore.
Hurricane from Arch hits Lord of Skulls (warrior) for 15 fire, 11 cold, 16 lightning, 18 arcane (59 total damage).
Hurricane from Arch hits The Master for (5 to minion: Lord of Skulls (warrior)), 14 fire, (3 to minion: Lord of Skulls (warrior)), 9 cold, (4 to minion: Lord of Skulls (warrior)), 13 lightning, (6 to minion: Lord of Skulls (warrior)), 16 arcane (51 total damage).
Hurricane from Arch hits Elder vampire for 18 fire, 6 cold, (17 ignored), 0 lightning, 21 arcane (46 total damage).
The Master casts Invoke Darkness.




















































































































