








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 | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 50 / 379% |
| Size | medium |
| Lifes / Deaths | Killed by Salerewen the large brown snake at level 16 on the 43rd Profit 122nd year of Ascendancy at 06:32 0 / 10Killed by Polaba the sandworm at level 21 on the 20th Wealth 122nd year of Ascendancy at 03:48 Killed by minotaur at level 30 on the 41st Dearth 122nd year of Ascendancy at 20:04 Killed by Emida the orc master assassin at level 35 on the 12nd Loss 122nd year of Ascendancy at 23:28 Killed by Mayewyn the orc master assassin at level 35 on the 13rd Loss 122nd year of Ascendancy at 06:44 Killed by overpowered greater multi-hued wyrm at level 38 on the 27th Loss 122nd year of Ascendancy at 07:52 Killed by Cyrogavena the orc warrior at level 43 on the 18th Gold 123rd year of Ascendancy at 08:27 Killed by Vor, Grand Geomancer of the Pride at level 46 on the 21st Gold 123rd year of Ascendancy at 13:10 Killed by armoured skeleton warrior at level 47 on the 4th Stralite 123rd year of Ascendancy at 18:04 Killed by Emelida the orc berserker at level 50 on the 15th Profit 123rd year of Ascendancy at 01:22 |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 27 (base 9) |
| Constitution | 60 (base 47) |
| Magic | 125 (base 66) |
| Willpower | 104 (base 65) |
| Cunning | 83 (base 60) |
Resources
| Life | -2134/1210 |
| Mana | 139/1013 |
| Healing Factor | 1.7700507772247 |
| Regeneration | 51.950990311544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 25 |
| Crit Chance | 45% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 88 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +43% |
| Arcane | +15% |
| Cold | +35% |
| All | 0% |
| Lightning | +74% |
| Light | +3% |
| Temporal | +15% |
| Fire | +41% |
| Nature | +18% |
Offense: Damage Penetration
| Cold | +15% |
| Lightning | 0% |
| Nature | +25% |
| Temporal | +40% |
| Blight | +20% |
| Arcane | +35% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 39 (35.65183292883%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 55 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 64%( 75%) |
| Arcane | + 27%( 75%) |
| Cold | + 72%( 75%) |
| All | + 27%( 75%) |
| Lightning | + 60%( 75%) |
| Light | + 29%( 75%) |
| Temporal | + 32%( 75%) |
| Mind | + 34%( 75%) |
| Fire | + 64%( 75%) |
| Nature | + 36%( 75%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 88% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 725 damage for 5 turns. Its effects scale with your Magic 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 169 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1659% for 10 turns (226 total) and instantly restoring 83 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 9 times. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You failed to protect the lone alchemist from death by Bethovea the elder vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Islessra the vampire. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Cyrota the vampire lord. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Glewe the giant carpenter ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by arcane amplification drone. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 994. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed honey tree root. * You've found the needed xorn fragment. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 drakeskin leather boots 'Belurilaith' (0 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Changes stats: +9 Mag / +6 Wil / +2 Con Changes resistances: +26% acid / +15% fire / +13% cold / +6% nature / +14% lightning Silence immunity: +43% Confusion immunity: +44% Stun/Freeze immunity: +48% Teleport immunity: +10% Mana each turn: +0.57 Maximum mana: +60.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | dwarven lantern 'Torasin'Powered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Changes stats: +7 Mag / +7 Wil / +1 Cun Changes resistances penetration: +20% blight Critical mult.: +38.00% Maximum life: +76.00 Spellpower: +14 (+3 eff.) Mindpower: +30 (+7 eff.) Mental crit. chance: +2% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) This jeweled crown shimmers with colors. |
| Tool | Glittervein the dwarven-steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% light / +9% mind Changes resistances penetration: +10% mind Changes damage: +3% light It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun Prothotipe's Prismatic Eye ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +11 Mag / +6 Wil / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Spellpower: +10 (+2 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
| On fingers | Gana the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +4 Mag Changes resistances penetration: +10% arcane / +15% temporal Silence immunity: +45% Stun/Freeze immunity: +50% Life regen: +26.00 Mana each turn: +0.29 Maximum life: +100.00 Maximum mana: +40.00 Healing mod.: +19% Rings make your fingers look great! |
| Around waist | ChisarakInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +6 Cun / +8 Lck Changes resistances: +6% temporal / +10% fire / +12% cold Changes damage: +18% acid / +9% temporal Trap disarming bonus: +22 Stealth bonus: +13 Life regen: +3.10 Infravision radius: +4 Healing mod.: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In main hand | dragonbone starstaff 'Frigidstun' (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% 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 (Melee): 31 fire Changes resistances penetration: +25% arcane / +15% cold Changes damage: +30% lightning / +9% arcane Talent granted: +1 Command Staff Critical mult.: +43.00% Spellpower: +23 (+5 eff.) Spell crit. chance: +18% See invisible: +9 Talent on hit(spell): Rethread (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
| On hands | Mucusquake the drakeskin leather gloves (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +8 Damage (Melee): 10 lightning Changes resistances: +6% lightning / +12% cold / +6% nature Changes damage: +18% nature / +9% lightning Critical mult.: +9.00% Mental save: +13 (+4 eff.) Maximum life: +80.00 Spell crit. chance: +16% Mental crit. chance: +8% When used to modify unarmed attacks: Power: 149% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +12 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
| Cloak | Bloomwild (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +6 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +25% nature Changes damage: +6% fire Critical mult.: +26.00% Stealth bonus: +6 Mindpower: +25 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Urthugrim the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Changes stats: +5 Wil Changes resistances cap: +5% all Changes resistances penetration: +25% temporal Changes damage: +6% arcane / +6% temporal Critical mult.: +20.00% Physical save: +14 (+7 eff.) Spellpower: +25 (+5 eff.) Amulets make your neck look great! |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
copper amulet of perfection (0.11 Cunning / Survival,0.11 Spell / Aether)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.11 Cunning / Survival +0.11 Spell / Aether Amulets make your neck look great! |
Emelona the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +10 (+5 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances: +6% temporal Changes resistances penetration: +5% mind Physical save: +9 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +8 (+3 eff.) Life regen: +13.00 Maximum life: +67.00 Mental crit. chance: +3% Movement speed: +14% Healing mod.: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
TarrubersPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes resistances: +22% darkness Changes resistances penetration: +5% acid Changes damage: +11% darkness Critical mult.: +10.00% Spell save: +3 (+1 eff.) Mana each turn: +0.12 Spellpower: +15 (+3 eff.) Rings make your fingers look great! |
copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +11% Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
copper citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +5 Dex Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +6 Cun / +6 Dex Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 36 Changes stats: +5 Dex / +6 Mag / +6 Wil Changes resistances: +3% blight / +16% temporal Changes damage: +16% temporal Stun/Freeze immunity: +30% Spellpower: +11 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
gold quartz ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +38 (+15 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +28% darkness Changes damage: +3% physical / +14% darkness / +6% all Stun/Freeze immunity: +30% Only die when reaching: -40.00 life Spellpower: +11 (+2 eff.) Mindpower: +19 (+4 eff.) Rings make your fingers look great! |
gold ring 'Poxgrit'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% Changes resistances penetration: +25% mind Changes damage: +15% mind / +6% fire Critical mult.: +15.00% Stun/Freeze immunity: +37% Life regen: +6.00 Psi when hit: +0.08 Mindpower: +30 (+7 eff.) Rings make your fingers look great! |
savage's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +14 (+5 eff.) Maximum stamina: +26.00 Rings make your fingers look great! |
steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
stralite amber ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +4.0% Changes stats: +7 Cun / +8 Dex Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Rings make your fingers look great! |
stralite quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 41 Damage (Melee): 11 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 41 Damage (Ranged): 21 physical Changes stats: +1 Cun Stun/Freeze immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
wizard's copper ring of time (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Spell save: +6 (+2 eff.) Rings make your fingers look great! |
Issarion the yew magestaff (120% power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +15% mind Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 100% 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% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
cruel elm magestaff of the prodigy (100% power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +5 Wil / +5 Cun Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of might (100% power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
NerabaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% lightning / +6% temporal / +3% fire / +5% arcane / +9% acid Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Infravision radius: +1 A belt that goes around your waist. |
noble's rough leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +7 Wil / +4 Cun Damage against: +15% Summoned Reduced damage from: +16% Summoned Spell crit. chance: +4% A belt that goes around your waist. |
Aerimarain the Smolderpower (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +3% fire Changes damage: +12% fire Critical mult.: +10.00% Physical save: +6 (+3 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salyra (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 47% Changes stats: +3 Str / +1 Cun / +1 Con Changes resistances: +6% light See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brodekalthogrim the Airravager (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Changes resistances: +24% lightning / +6% mind / +7% all Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +6% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Harydil the cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +21% lightning / +11% all Changes resistances penetration: +5% arcane Changes damage: +14% lightning Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisena (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 47% Changes stats: +3 Mag Changes resistances: +18% blight / +15% all Changes resistances penetration: +20% darkness / +20% physical Changes damage: +30% darkness / +30% physical Maximum mana: +100.00 Maximum hate: +15.00 Spell crit. chance: +8% Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nerath the Skystreaker (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +5 Cun / +4 Con Changes resistances: +11% all Changes resistances penetration: +20% lightning Changes damage: +15% lightning Reduces incoming crit damage: 15.00% Spell save: +21 (+6 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Ragiharadig the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Changes stats: +6 Cun / +6 Wil Critical mult.: +20.00% Physical save: +13 (+6 eff.) Spell save: +8 (+3 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +1.60 Hate when firing a critical mind attack: +1.00 Maximum life: +58.00 Maximum stamina: +40.00 Maximum hate: +6.00 Mindpower: +5 (+1 eff.) Movement speed: +10% A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +9 (+4 eff.) Spell crit. chance: +13% Mental crit. chance: +6% When used to modify unarmed attacks: Power: 130% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
storm rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Mag Changes resistances: +6% lightning Changes damage: +3% lightning / +4% arcane When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 1). Damage (Melee): +5 arcane Damage (radius 2) on crit: +6 lightning / +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aryldalaith (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +1 Mag Changes resistances penetration: +15% acid Changes damage: +6% acid Critical mult.: +5.00% Mana each turn: +0.08 Infravision radius: +2 A cap made of leather. |
Belodudokor the elven-silk wizard hat (18 def, 8 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+8 eff.) Changes resistances: +9% blight / +3% temporal / +17% physical Changes damage: +11% acid / +17% physical / +12% fire / +11% cold / +10% arcane / +13% lightning Mana each turn: +2.60 Mana when hit: +2.80 Maximum mana: +106.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Halothad (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex Changes resistances: +16% lightning / +3% acid Changes damage: +11% lightning Spell save: +6 (+2 eff.) Stun/Freeze immunity: +10% Maximum life: +40.00 Healing mod.: +20% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Urthozilarelach (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +15% acid Critical mult.: +20.00% Confusion immunity: +20% Stun/Freeze immunity: +20% Stamina each turn: +3.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% light Changes damage: +10% light A pointy cloth hat, very wizardly... |
rough leather cap 'Gleyavea' (10 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +1 Mag Changes resistances: +10% light / +11% darkness / +5% arcane Critical mult.: +15.00% A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
1135 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. |
9 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. |
2 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. |
6 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 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
7 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. |
4 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. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galereek the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 33% Damage when hit (Melee): 2 mind Changes resistances: +3% darkness / +6% lightning Changes resistances penetration: +5% mind Changes damage: +9% lightning Light radius: +6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(153 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
nightwalker's dwarven lantern of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+4 eff.) Changes stats: +5 Wil Critical mult.: +12.00% Mental save: +8 (+3 eff.) Light radius: +5 See stealth: +17 See invisible: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 89 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By hh the Drem Archmage level 33
5th Loss 122nd year of Ascendancy at 05:51 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By hh the Drem Archmage level 33
3rd Loss 122nd year of Ascendancy at 04:27 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By hh the Drem Archmage level 37
27th Loss 122nd year of Ascendancy at 07:49 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By hh the Drem Archmage level 46
21st Gold 123rd year of Ascendancy at 04:01 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By hh the Drem Archmage level 36
18th Loss 122nd year of Ascendancy at 07:42 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By hh the Drem Archmage level 30
40th Dearth 122nd year of Ascendancy at 10:48 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By hh the Drem Archmage level 9
28th Voratun 122nd year of Ascendancy at 07:51 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By hh the Drem Archmage level 35
14th Loss 122nd year of Ascendancy at 08:56 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By hh the Drem Archmage level 34
11st Loss 122nd year of Ascendancy at 13:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By hh the Drem Archmage level 23
4th Dearth 122nd year of Ascendancy at 07:01 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By hh the Drem Archmage level 31
43rd Dearth 122nd year of Ascendancy at 00:00 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By hh the Skeleton Archmage level 50
13rd Profit 123rd year of Ascendancy at 14:25 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By hh the Skeleton Archmage level 50
4th Profit 123rd year of Ascendancy at 15:58 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hh the Drem Archmage level 43
6th Gold 123rd year of Ascendancy at 23:58 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By hh the Drem Archmage level 39
27th Loss 122nd year of Ascendancy at 16:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By hh the Drem Archmage level 10
2nd Profit 122nd year of Ascendancy at 23:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By hh the Drem Archmage level 20
19th Wealth 122nd year of Ascendancy at 09:46 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By hh the Drem Archmage level 30
39th Dearth 122nd year of Ascendancy at 01:53 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By hh the Drem Archmage level 40
27th Loss 122nd year of Ascendancy at 16:16 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By hh the Skeleton Archmage level 50
29th Stralite 123rd year of Ascendancy at 19:24 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By hh the Skeleton Archmage level 50
41st Stralite 123rd year of Ascendancy at 05:10 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By hh the Drem Archmage level 40
17th Iron 123rd year of Ascendancy at 13:13 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By hh the Skeleton Archmage level 50
30th Stralite 123rd year of Ascendancy at 23:11 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By hh the Drem Archmage level 28
32nd Dearth 122nd year of Ascendancy at 12:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By hh the Drem Archmage level 17
7th Wealth 122nd year of Ascendancy at 22:54 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By hh the Drem Archmage level 36
14th Loss 122nd year of Ascendancy at 17:07 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By hh the Drem Archmage level 43
7th Gold 123rd year of Ascendancy at 00:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By hh the Drem Archmage level 8
21st Voratun 122nd year of Ascendancy at 03:48 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By hh the Drem Archmage level 43
18th Gold 123rd year of Ascendancy at 15:57 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By hh the Drem Archmage level 10
4th Profit 122nd year of Ascendancy at 14:30 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By hh the Drem Archmage level 40
29th Shortage 122nd year of Ascendancy at 11:42 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By hh the Drem Archmage level 23
3rd Dearth 122nd year of Ascendancy at 10:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By hh the Drem Archmage level 15
19th Profit 122nd year of Ascendancy at 16:10 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By hh the Drem Archmage level 46
21st Gold 123rd year of Ascendancy at 13:10 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By hh the Drem Archmage level 32
2nd Loss 122nd year of Ascendancy at 11:42 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By hh the Drem Archmage level 44
19th Gold 123rd year of Ascendancy at 22:59 see stats
Log
Poison from Emelida the orc berserker hits Arcane amplification drone for 0 nature damage.
Emelida the orc berserker's poison area effect hits hh for (59 absorbed), 0 nature (0 total damage).
Emelida the orc berserker's poison area effect hits Arcane amplification drone for 0 nature damage.
Hh's ice storm area effect hits Emelida the orc berserker for 34 lightning, 3 cold (37 total damage).
Hh's ice storm area effect hits Arcane amplification drone for 0 lightning, 0 cold (0 total damage).
hh hits Emelida the orc berserker for 59 reflected damage.
hh receives 1257 healing.
The shield around hh crumbles.
Hh's spell attains critical power!
Hh casts Soul Rot.
Hh's spell attains critical power!
hh reflects damage back to Emelida the orc berserker!
Poison from Emelida the orc berserker hits hh for (59 absorbed), 0 nature (0 total damage).
Thunderstorm hits Emelida the orc berserker for 30 lightning damage.
Thunderstorm hits Arcane amplification drone for 0 lightning damage.
hh hits Emelida the orc berserker for 59 reflected damage.
hh receives 181 healing from Temporal Restoration Field.
Arcane amplification drone hits Emelida the orc berserker for 51 arcane damage.
Arcane amplification drone is weakened by the gloom.
Black Blood Bleeding from Hh hits Emelida the orc berserker for 12 lightning, 1 darkness (12 total damage).
Hh's Soul Rot hits Emelida the orc berserker for 286 lightning, 19 blight (305 total damage).
Emelida the orc berserker uses Stunning Blow.
Emelida the orc berserker performs a melee critical strike against hh!
Emelida the orc berserker roars triumphantly.
Hh resists the stunning blow!
Emelida the orc berserker hits Arcane amplification drone for 0 fire damage.
Emelida the orc berserker hits hh for 3343 physical damage.
Melee retaliation hits Emelida the orc berserker for 4 lightning, 0 blight (4 total damage).
hh the level 50 skeleton archmage was mauled to death by Emelida the orc berserker on level 2 of High Peak.
The furious lightning storm around hh calms down and disappears.


















































































































































