Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Juggle Hotkeys on Unwield 1.7.0Adds game options "UI | Hotkey handling on unwield" and "UI | Remove hotkey on drop" to control the handling of hotkeys for activateable objects when you unwield or drop them. You can choose to remove the hotkey or add a special marker to its icon to warn that the associated object is not currently wielded. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 17 / 79% |
Size | medium |
Lifes / Deaths | Killed by Velamina the sick wolf at level 17 on the 8th Dusk 122nd year of Ascendancy at 11:32 / 2Killed by Poramildanor the minotaur at level 17 on the 13rd Dusk 122nd year of Ascendancy at 02:13 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 52 (base 42) |
Constitution | 16 (base 10) |
Magic | 34 (base 20) |
Willpower | 23 (base 10) |
Cunning | 33 (base 28) |
Resources
Life | -387/358 |
Mana | 215/303 |
Stamina | 83/180 |
Healing Factor | 1.1745771506545 |
Regeneration | 6.1665300409361 |
Speed
Mental | +7.9936057773011E-12% |
Attack | 0% |
Movement | 0% |
Spell | +7.9936057773011E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 6 |
See Invisible | 15 |
Offense: Mainhand
Damage | 55 |
Accuracy | 63 |
Crit Chance | 32% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 63 |
Crit Chance | 32% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 12% |
Speed | 0.99999999999992 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Temporal | +3% |
Fire | +12% |
Arcane | +7% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Arcane | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 22 |
Mental Save | 19 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 4%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 11%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 8%( 70%) |
Darkness | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Disarm Resistance | 22% |
Confusion Resistance | 10% |
Knockback Resistance | 22% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 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 |
Equipment
On feet | pair of rough leather boots 'Bregunaridukan' (0 def, 1 armour) pair of rough leather boots 'Bregunaridukan' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Armour: +1 Changes stats: +2 Mag Changes resistances: +2% physical Stamina each turn: +1.00 See invisible: +9 A pair of boots made of leather. |
Light source | watchleader's brass lantern watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +23% Confusion immunity: +10% Light radius: +6 See stealth: +6 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 8 turns. The radius will increase with your Cunning. 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 | Anydin the rough leather cap (10 def, 7 armour) Anydin the rough leather cap (10 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +7 Defense: +10 (+3 eff.) Fatigue: +1% Changes stats: +2 Wil Changes resistances: +11% light / +12% darkness Only die when reaching: -40.00 life A cap made of leather. |
On hands | Ulfalach the hardened leather gloves (0 def, 2 armour) Ulfalach the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +2 Damage (Melee): 6 arcane / 7 temporal Damage (Ranged): 7 temporal Changes stats: +5 Dex / +6 Mag / +4 Wil Changes resistances: +4% arcane / +7% temporal Changes damage: +4% arcane / +3% temporal Physical save: +6 (+3 eff.) Stamina each turn: +1.00 Spellpower: +8 (+2 eff.) 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. |
Tool | evasive steel torque of gale force [power 155] (15 cooldown) evasive steel torque of gale force [power 155] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 164 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Silina SilinaCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +5 Str / +5 Con Changes resistances: +6% acid Changes resistances penetration: +5% arcane Changes damage: +3% arcane Disarm immunity: +22% Pinning immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +22% Life regen: +2.00 Maximum life: +20.00 Rings make your fingers look great! |
On fingers | Arthevon ArthevonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +1.0% Armour: +6 Changes stats: +3 Str / +3 Dex Changes resistances: +3% temporal Changes damage: +6% physical Rings make your fingers look great! |
Around neck | Aruyamina AruyaminaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Changes stats: +1 Str / +1 Dex / +1 Con Changes resistances: +6% mind / +6% physical Changes resistances penetration: +5% mind Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | plaguebringer's steel dagger of phasing (12-16 power, 11 apr) plaguebringer's steel dagger of phasing (12-16 power, 11 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 21 Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 blight When wielded/worn: Disease immunity: +15% Sharp, short and deadly. |
Around waist | rough leather belt 'Shiverbender' rough leather belt 'Shiverbender'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% cold Life regen: +0.70 Healing mod.: +12% A belt that goes around your waist. |
In off hand | flaming steel dagger of amnesia (14-18 power, 6 apr) flaming steel dagger of amnesia (14-18 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (radius 1) on hit: +7 fire Sharp, short and deadly. |
Cloak | Blizzardspitter (1 def, 0 armour) Blizzardspitter (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 Changes damage: +6% cold / +12% fire Spell save: +5 (+2 eff.) Maximum mana: +42.00 Maximum hate: +4.00 Mindpower: +15 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating cured leather armour of thunder (6 def, 4 armour) rejuvenating cured leather armour of thunder (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+3 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3 Str / +4 Mag / +4 Wil Changes resistances: +11% lightning Life regen: +2.30 Stamina each turn: +0.50 Spellpower: +11 (+3 eff.) Spell crit. chance: +4% Mindpower: +11 (+5 eff.) Mental crit. chance: +5% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the titan (die at -167; dur 7; cd 28) heroism infusion of the titan (die at -167; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -167 life. The duration and life will increase by 1% for every 1% life you have lost (currently 515 life, 21 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. 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. |
movement infusion of the warrior (speed 523%; cd 16) movement infusion of the warrior (speed 523%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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. |
regeneration infusion of the psychic (heal 187; 16 cd) regeneration infusion of the psychic (heal 187; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Willpower stat. 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. |
wild infusion of the psychic (res 21%; magical; dur 2; cd 10) wild infusion of the psychic (res 21%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. 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. |
wild infusion of the titan (res 20%; physical; dur 4; cd 11) wild infusion of the titan (res 20%; physical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. 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. |
shatter afflictions rune of the warrior (absorb 49; cd 14) shatter afflictions rune of the warrior (absorb 49; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 49 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 Strength stat. 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Daimirach' =CUN= copper amulet 'Daimirach' =CUN=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +8 Cun Changes resistances penetration: +10% mind Maximum hate: +6.00 Mindpower: +5 (+3 eff.) Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
copper amulet of mastery (0.12 Technique / Combat training) copper amulet of mastery (0.12 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.12 Technique / Combat training Amulets make your neck look great! |
insulating copper amulet of strength (+3) insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
Abyssripper AbyssripperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +9% blight / +3% fire Changes resistances penetration: +10% lightning Changes damage: +3% fire Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
Liseyakira the Shimmerprophet Liseyakira the ShimmerprophetCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 2 physical Changes stats: +3 Cun / +3 Wil Changes damage: +6% lightning / +3% physical Rings make your fingers look great! |
copper ring 'Splendourbraid' copper ring 'Splendourbraid'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +10% nature / +6% temporal Changes resistances penetration: +15% light Changes damage: +3% light Spell save: +3 (+1 eff.) Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
psionicist's steel ring of clarity psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +11 (+6 eff.) Confusion immunity: +20% Rings make your fingers look great! |
savior's copper ring of darkness (+22%) savior's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Darkquarry (10-14 power, 5 apr) Darkquarry (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Changes resistances: +6% darkness / +3% cold Blindness immunity: +10% Poison immunity: +10% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr) iron dagger (10-14 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10-14 power, 5 apr) iron dagger (10-14 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger 'Blindspar' (10-12 power, 5 apr) iron dagger 'Blindspar' (10-12 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 darkness Damage (radius 1) on hit: +4 acid Damage against: +6% Living When wielded/worn: Armour: +8 Changes damage: +3% acid Physical save: +3 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Armatolar' (42-64 power, 2 apr)dwarven-steel greatmaul 'Armatolar' (42-64 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +4 physical When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+3 eff.) Changes stats: +4 Wil Critical mult.: +15.00% Spell save: +3 (+1 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Colaryem (48-77 power, 12 apr)Colaryem (48-77 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
This item will automatically be transmogrified when you leave the level. Belimira the steel mace (16-23 power, 3 apr)Belimira the steel mace (16-23 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +15 lightning / +17 cold When wielded/worn: Changes resistances: +9% blight Changes resistances penetration: +8% lightning / +5% cold Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +10% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Movement speed: +26% Blunt and deadly. |
Penitence (15-18 power, 4 apr, light element) Penitence (15-18 power, 4 apr, light element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% light Damage affinity(heal): +20% light Talent granted: +1 Command Staff Spell save: +15 (+7 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 4 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Brandsever BrandseverCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +2 Con Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% fire Changes damage: +3% blight Light radius: +3 See invisible: +3 A belt that goes around your waist. |
Grinonik the rough leather belt Grinonik the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +1 Wil Changes damage: +12% arcane Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Holin HolinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Mag Changes damage: +12% arcane Critical mult.: +6.00% Maximum vim: +20.00 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
Ulfachak the linen cloak (1 def, 0 armour) Ulfachak the linen cloak (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 / +2 Wil Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +20% physical Changes damage: +9% physical Physical save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +2 Mag / +1 Wil Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalokor the pair of rough leather boots (0 def, 1 armour) Chalokor the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +2 Cun / +1 Con Changes damage: +12% acid / +3% mind Physical save: +11 (+6 eff.) Mental save: +11 (+6 eff.) A pair of boots made of leather. |
Siluyatira the Furnacewind (3 def, 1 armour) Siluyatira the Furnacewind (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Changes stats: +2 Str / +4 Con Changes damage: +15% fire Reduces incoming crit damage: 15.00% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
insulating pair of rough leather boots of speed (0 def, 1 armour) insulating pair of rough leather boots of speed (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 Changes resistances: +5% fire / +6% cold Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)scholar's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +5 (+1 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive rough leather gloves (0 def, 1 armour) corrosive rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +5% acid Changes damage: +3% acid 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. |
Aeramira the Blindoracle (1 def, 0 armour) Aeramira the Blindoracle (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes stats: +3 Con Changes resistances: +2% physical / +16% fire Changes damage: +3% physical / +6% darkness / +11% fire A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.26 to 99.78 lightning damage (66.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Frozenstriker the linen wizard hat (1 def, 0 armour) Frozenstriker the linen wizard hat (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: +11% blight Changes resistances penetration: +10% cold Changes damage: +11% blight / +3% cold Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Blindness immunity: +10% Healing mod.: +5% A pointy cloth hat, very wizardly... |
Splendourreign the rough leather cap (0 def, 1 armour) Splendourreign the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes stats: +3 Cun / +3 Dex Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +6% acid / +9% nature A cap made of leather. |
linen wizard hat 'Snowfist' (1 def, 0 armour) linen wizard hat 'Snowfist' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 6 cold Changes stats: +2 Dex / +1 Con Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Equilibrium when hit: +0.90 Psi when hit: +0.70 Hate when hit: +0.80 A pointy cloth hat, very wizardly... |
prismatic rough leather cap of the depths (0 def, 1 armour) =WATER= prismatic rough leather cap of the depths (0 def, 1 armour) =WATER=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +11% light / +10% darkness Allows you to breathe in: water A cap made of leather. |
rough leather cap 'Shockstar' (0 def, 1 armour) rough leather cap 'Shockstar' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +1 Mag / +1 Con Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Light radius: +3 A cap made of leather. |
rough leather cap 'Splendoursorrow' (0 def, 1 armour) rough leather cap 'Splendoursorrow' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +6% fire / +6% cold Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% A cap made of leather. |
Aeribrelaith the rough leather armour (3 def, 2 armour) Aeribrelaith the rough leather armour (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 2 temporal Changes stats: +3 Mag / +3 Wil / +6 Cun Changes resistances penetration: +10% acid Changes damage: +6% acid Mental save: +11 (+6 eff.) A suit of armour made of leather. |
Branigorn (6 def, 4 armour) Branigorn (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 9 acid / 14 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +10% acid / +6% physical / +27% fire Changes resistances penetration: +5% arcane Changes damage: +9% arcane Physical save: +11 (+6 eff.) Spell save: +3 (+1 eff.) Damage Shield penetration: +10% A suit of armour made of leather. |
rough leather armour 'Xanamina' (13 def, 2 armour) rough leather armour 'Xanamina' (13 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +13 (+4 eff.) Fatigue: +6% Changes resistances: +17% fire Changes damage: +9% physical Maximum stamina: +10.00 A suit of armour made of leather. |
7 agate 7 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. |
265 alchemist agate 265 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. |
Xothra the iron pickaxe (dig speed 38 turns) Xothra the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Dex Changes resistances: +3% darkness / +6% cold Mental save: +3 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
Gorevengeance GorevengeanceInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% light / +3% blight / +6% nature / +3% all Spell save: +6 (+3 eff.) Life regen: +2.00 Light radius: +3 Healing mod.: +10% 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. |
Sparkpeal SparkpealInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 10 lightning Changes damage: +3% lightning Maximum life: +45.00 Light radius: +3 Infravision 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)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 Chest 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. |
amethyst 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. |
6 ametrine 6 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. |
8 citrine 8 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. |
5 zircon 5 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
By Tenebris the Cornac Shadowblade level 10
7th Mirth 122nd year of Ascendancy at 07:49 see stats
By Tenebris the Cornac Shadowblade level 9
6th Mirth 122nd year of Ascendancy at 10:17 see stats
By Tenebris the Cornac Shadowblade level 11
3rd Summertide 122nd year of Ascendancy at 06:17 see stats
By Tenebris the Cornac Shadowblade level 17
8th Dusk 122nd year of Ascendancy at 11:32 see stats
Log
Poramildanor the minotaur hits Tenebris for 50 physical, 10 arcane (59 total damage).
Tenebris uses Expose Weakness.
Tenebris performs a melee critical strike against Poramildanor the minotaur!
Tenebris casts Epidemic.
Poramildanor the minotaur is afflicted by an epidemic!
Tenebris performs a melee critical strike against Poramildanor the minotaur!
Poramildanor the minotaur has temporarily forgotten Sunder Arms for 3 turns!
Tenebris is focusing on penetrating defenses.
Grappling hits Tenebris for 11 physical, 2 physical, 8 physical, 3 physical (25 total damage).
Tenebris hits Poramildanor the minotaur for (10 flat reduction), 84 physical, (7 flat reduction), 0 blight, (6 flat reduction), 0 arcane, (7 flat reduction), 0 temporal, (10 flat reduction), 17 darkness, (10 flat reduction), 63 physical, (8 flat reduction), 0 arcane, (9 flat reduction), 0 temporal, (10 flat reduction), 23 darkness, (9 flat reduction), 0 fire (187 total damage).
Poramildanor the minotaur is fully armored again.
Grappling hits Tenebris for 3 physical damage.
Epidemic from Tenebris hits Poramildanor the minotaur for (10 flat reduction), 20 blight (20 total damage).
Poramildanor the minotaur uses Blinding Powder.
Tenebris loses sight!
Tenebris is disabled.
Poramildanor the minotaur hits Tenebris for damage.
Tenebris uses Infusion: Healing.
Tenebris is not disabled anymore.
Tenebris receives 130 healing from Infusion: Healing.
Infusion: Healing is still on cooldown for 12 turns.
Tenebris uses Infusion: Regeneration.
Tenebris starts regenerating health quickly.
Tenebris is free from the grapple.
Talent Dual Strike is ready to use.
Tenebris receives 40 healing from Temporal Restoration Field.
Something hits Tenebris for 59 physical, 10 arcane, 700 physical (769 total damage).
Tenebris the level 17 cornac shadowblade was impaled to death by Poramildanor the minotaur on level 1 of The Maze.