









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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.
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:
Possessor Bonus Class 1.7.4Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 22 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Poltergeist Silent Blade at level 22 on the 8th Decay 122nd year of Ascendancy at 09:22 / 1 |
Primary Stats
| Strength | 50 (base 13) |
| Dexterity | 51 (base 47) |
| Constitution | 36 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 51 (base 48) |
Resources
| Life | -121/617 |
| Stamina | 128/198 |
| Steam | 100/100 |
| Healing Factor | 1.3979202340232 |
| Regeneration | 4.5432407605755 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.891010379467 |
| See Invisible | 42.891010379467 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 91 |
| Accuracy | 43 |
| Crit Chance | 17% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Acid | +22% |
| Nature | +20% |
| Temporal | +31% |
| Cold | +42% |
| Physical | +47% |
| Mind | +15% |
| All | +12% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 27 (35.65183292883%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 1 |
| Physical Save | 37 |
| Spell Save | 19 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 37%( 80%) |
| Physical | + 44%( 75%) |
| Cold | + 41%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Temporal | + 36%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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. |
| 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 84 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.42 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed snow giant kidney. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Carrionusher the pair of hardened leather boots (10 def, 9 armour) (On feet)]Carrionusher the pair of hardened leather boots (10 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (-) Defense: +10 (+4 eff.) (-) Changes stats: +4(-) Str / +4(-) Dex / +3(-) Cun / +3(-) Con Changes resistances penetration: +5%(-) nature Critical mult.: +10.00% (-) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 2.6 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| On hands | [vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 (-) Fatigue: +10% (-) Changes resistances: +20%(-) acid / +10%(-) physical Changes resistances cap: +10%(-) acid / +5%(-) physical Changes resistances penetration: +15%(-) acid / +15%(-) physical Changes damage: +10%(-) acid / +5%(-) physical Talents cooldown: Clinch (-2(-) turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Cun, 30% Dex, 60% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10(-) acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| On head | [vs. Glacierwilder the rough leather cap (0 def, 1 armour) (On head)]Glacierwilder the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 10% chance to slow global speed by 45% Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 4(-) cold Changes resistances: +7%(-) cold Changes damage: +3%(-) physical Allows you to breathe in: water Stamina each turn: +3.00 (-) A cap made of leather. |
| Tool | [vs. Mayama the Frozenblack [power 200] (6/13 cooldown) (Tool)]Mayama the Frozenblack [power 200] (6/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +6%(-) darkness Changes damage: +12%(-) lightning / +30%(-) cold It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +3.00 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
| On fingers | [vs. Ring of Growth (On fingers, 1 of 2)]psionicist's steel ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Defense: +7 (+2 eff.) Changes stats: +0(-4) Str / +3(-1) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Mental save: +6 (+3 eff.) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Rainstalker the copper amulet (Around neck)]Rainstalker the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Damage (Melee): 0(-10) item nature slow Changes resistances: +15%(-) mind Changes resistances penetration: +5%(-) nature Changes damage: +3%(-) mind Talent masteries: +0.12(-) Technique / Unarmed training Amulets make your neck look great! |
| Main armor | [vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]elven-silk robe 'Beirig' (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 (-) Changes stats: +3(-) Str Changes resistances: +19%(-) temporal / +19%(-) physical / +15%(-) all Changes damage: +19%(-) temporal / +19%(-) physical / +12%(-) all Physical save: +9 (+5 eff.) (-) Spellpower: +15 (+11 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | [vs. Nerybrewen the Brandnaught (Light source)]Nerybrewen the Brandnaught Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3%(-) fire / +9%(-) nature / +9%(-) cold Maximum life: +40.00 (-) 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. |
| Cloak | [vs. Sleetblight (10 def, 0 armour) (Cloak)]Sleetblight (10 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) (-) Changes resistances: +9%(-) cold / +6%(-) fire Physical save: +7 (+4 eff.) (-) Maximum hate: +8.00 (-) Maximum psi: +40.00 (-) Mental crit. chance: +2% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | [vs. hardened leather belt 'Porevena' (Around waist)]hardened leather belt 'Porevena' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 (-) Physical power: +5 (+2 eff.) (-) Armour: +10 (-) Changes stats: +2(-) Mag / +7(-) Wil Spell save: +7 (+7 eff.) (-) See invisible: +9 (-) Size category: +1 (-) A belt that goes around your waist. |
Inventory
medical injector implant of the psychic (efficiency 129% / cooldown 95%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 95%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.heroism infusion of the titan (die at -523; dur 7; cd 29) 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: 29 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 -523 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1046 life, 14 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. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 176; dur 4; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 4 turns. 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. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Rainstalker the copper amulet (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind / 0(-10) item nature slow Damage (Ranged): 5 mind Changes resistances: +0%(-15%) mind Changes resistances penetration: +0%(-5%) nature Changes damage: +0%(-3%) mind Talent mastery: +0.00(-0.12) Technique / Unarmed training 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... |
[vs. Ring of Growth (On fingers, 1 of 2)]copper ring of the mind (+10%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +10% mind / +0%(-10%) nature Changes damage: +0%(-8%) physical / +10% mind / +0%(-8%) nature Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. conjurer's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +0(-4) Str / +4 Mag / +4(-) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Spellpower: +7 (+4 eff.) Healing mod.: +0% (-20%) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ring of Growth (On fingers, 1 of 2)]steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-3.00) Healing mod.: +0% (-20%) Rings make your fingers look great! Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.lifebinding yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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: +3 Con Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +14 (+7 eff.) Spell crit. chance: +3% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel battleaxe of corruption (34-50 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +24% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel greatmaul of phasing (44-66 power, 15 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 14 Damage Shield penetration (this weapon only): +14% Damage (Melee): +7 blight When wielded/worn: Disease immunity: +18% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel longsword of the mystic (24-33 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +7 blight When wielded/worn: Changes stats: +3 Mag / +4 Wil Disease immunity: +14% Spellpower: +8 (+4 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel waraxe of enduring (22-31 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +7 Con / +6 Wil Disarm immunity: +28% Maximum life: +24.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel waraxe (20-27 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +8% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Emyldatta the steel steamsaw (15-22 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 15.0 - 22.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +6% blight / +14% mind / +9% acid Changes resistances penetration: +5% arcane Talent granted: +1 Block Reduces incoming crit damage: 5.00% Knockback immunity: +20% Only die when reaching: -60.00 life Maximum life: +60.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.hateful steel steamsaw of fire resistance (+17%) (13-20 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.0 - 19.5 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +22 Damage (Melee): +6 darkness Damage against: +7% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +17% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.penetrating hardened leather sling Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots 'Nimbusblight' (17/17, 21-25 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 Turns elapse between self-loadings: 4 Travel speed: +200% Damage (Ranged): +12 cold / +16 physical Damage (radius 1) on hit: +20 lightning When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Changes stats: +0(-3) Str Changes resistances: +0%(-19%) temporal / +0%(-19%) physical / +15% darkness / +7%(-8%) all Changes damage: +0%(-19%) temporal / +0%(-19%) physical / +10% darkness / +0%(-12%) all Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Noonquarry (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Damage when hit (Melee): 8 cold Changes stats: +0(-3) Str / +5 Mag / +5 Wil Changes resistances: +0%(-19%) temporal / +3% cold / +0%(-19%) physical / +9%(-6%) all Changes resistances penetration: +20% light Changes damage: +0%(-19%) temporal / +0%(-19%) physical / +12% light / +0%(-12%) all Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Mana each turn: +0.17 Psi each turn: +0.19 Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Armour: +8 Defense: +12 (+4 eff.) Changes stats: +0(-3) Str / +4 Wil / +3 Cun Changes resistances: +15% acid / +12%(-7%) physical / +0%(-19%) temporal / +9%(-6%) all Changes resistances penetration: +10% mind / +10% physical Changes damage: +0%(-19%) temporal / +5%(-14%) physical / +5% mind / +0%(-12%) all Physical save: +10 (+5 eff.) (+1 (+0 eff.)) Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 47.04 to 58.80 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +0(-3) Str / +4 Con Changes resistances: +0%(-19%) temporal / +0%(-19%) physical / +0%(-15%) all Changes damage: +0%(-19%) temporal / +0%(-19%) physical / +0%(-12%) all Talent mastery: -0.20 Cunning / Stealth Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Maximum life: +40.00 Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour 'Hettasin' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +0 (-2) Physical crit. chance: +5.0% Physical power: +16 (+5 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +3(-) Str / +1 Dex Changes resistances: +0%(-19%) temporal / +5%(-14%) physical / +5% arcane / +0%(-15%) all Changes damage: +0%(-19%) temporal / +0%(-19%) physical / +0%(-12%) all Critical mult.: +12.00% Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) Mindpower: +10 (+5 eff.) A suit of armour made of leather. |
[vs. elven-silk robe 'Beirig' (0 def, 0 armour) (Main armor)]rejuvenating hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +0(-3) Str Changes resistances: +17% cold / +0%(-19%) physical / +0%(-19%) temporal / +0%(-15%) all Changes damage: +0%(-19%) temporal / +0%(-19%) physical / +0%(-12%) all Physical save: +0 (+0 eff.) (-9 (-5 eff.)) Life regen: +2.00 Stamina each turn: +0.80 Spellpower: +0 (+0 eff.) (-15 (-11 eff.)) A suit of armour made of leather. |
[vs. hardened leather belt 'Porevena' (Around waist)]Gorewrither the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-10) Defense: +9 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +0(-2) Mag / +0(-7) Wil Changes resistances penetration: +10% mind / +15% nature Changes damage: +9% nature Stealth bonus: +6 Spell save: +0 (+0 eff.) (-7 (-7 eff.)) See invisible: +0 (-9) Size category: +0 (-1) A belt that goes around your waist. |
[vs. hardened leather belt 'Porevena' (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +4 (-6) Fatigue: -10% Changes stats: +0(-2) Mag / +0(-7) Wil Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-7 (-7 eff.)) Knockback immunity: +40% Maximum life: +40.00 See invisible: +0 (-9) Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. hardened leather belt 'Porevena' (Around waist)]rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-10) Changes stats: +0(-2) Mag / +0(-7) Wil Changes resistances: +6% blight Spell save: +0 (+0 eff.) (-7 (-7 eff.)) See invisible: +0 (-9) Size category: +0 (-1) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Sleetblight (10 def, 0 armour) (Cloak)]linen cloak 'Lightripper' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-9 (-3 eff.)) Changes stats: +2 Cun / +1 Dex Changes resistances: +0%(-9%) cold / +0%(-6%) fire / +3% light / +5% arcane Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum hate: +0.00 (-8.00) Maximum psi: +0.00 (-40.00) Mental crit. chance: +0% (-2%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sleetblight (10 def, 0 armour) (Cloak)]linen cloak 'Taintbile' (6 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) (-4 (-2 eff.)) Changes resistances: +0%(-6%) fire / +3% nature / +0%(-9%) cold Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Pinning immunity: +10% Knockback immunity: +20% Maximum life: +31.00 Maximum hate: +0.00 (-8.00) Maximum psi: +0.00 (-40.00) Mental crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sleetblight (10 def, 0 armour) (Cloak)]linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-9 (-3 eff.)) Changes stats: +1 Mag / +2 Wil Changes resistances: +0%(-9%) cold / +0%(-6%) fire Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Maximum hate: +0.00 (-8.00) Maximum psi: +0.00 (-40.00) Mental crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sleetblight (10 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. enveloping cashmere cloak of the voidstalker (9 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) (-1 (-1 eff.)) Changes resistances: +0%(-9%) cold / +10% temporal / +11% darkness / +0%(-6%) fire Physical save: +6 (+3 eff.) (-1 (-1 eff.)) Maximum hate: +0.00 (-8.00) Maximum psi: +0.00 (-40.00) Mental crit. chance: +0% (-2%) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Carrionusher the pair of hardened leather boots (10 def, 9 armour) (On feet)]Isima (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-8) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Effects on melee hit: * 10 arcane resource burn Changes stats: +0(-4) Str / +0(-4) Dex / +0(-3) Cun / +0(-3) Con Changes resistances: +6% temporal / +3% cold Changes resistances penetration: +0%(-5%) nature Critical mult.: +0.00% (-10.00%) Stun/Freeze immunity: +20% Life regen: +2.00 Healing mod.: +10% A pair of boots made of leather. |
[vs. Carrionusher the pair of hardened leather boots (10 def, 9 armour) (On feet)]Xeruthra the Jetfoe (10 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-6) Defense: +10 (+4 eff.) (-) Changes stats: +1(-3) Str / +0(-4) Dex / +0(-3) Cun / +0(-3) Con Changes resistances: +2% physical Changes resistances penetration: +0%(-5%) nature / +5% physical Critical mult.: +0.00% (-10.00%) Stamina each turn: +0.30 Maximum stamina: +32.00 A pair of boots made of leather. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-6) Fatigue: +0% (-10%) Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) When used to modify unarmed attacks: Base power: 9.0 - 9.9(-18.0 - -27.9) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-14) Crit. chance: +1.0% (-4.0%) Attack speed: 125% (+25%) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +0(-10) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]brawler's hardened leather gloves of war-making (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 (-5) Fatigue: +0% (-10%) Changes stats: +3 Str / +3 Dex / +4 Cun Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talents cooldown: Clinch ((+0(+2) turn) Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +7 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +8% When used to modify unarmed attacks: Base power: 21.0 - 23.1(-6.0 - -14.7) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 (-12) Crit. chance: +16.0% (+11.0%) Attack speed: 125% (+25%) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +0(-10) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]umbral hardened leather gloves of strength (+2) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 (-5) Fatigue: +0% (-10%) Damage (Melee): 5 darkness Changes stats: +2 Str Changes resistances: +0%(-20%) acid / +0%(-10%) physical / +8% darkness Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical / +4% darkness Talent cooldown: Clinch ((+0(+2) turn) When used to modify unarmed attacks: Base power: 18.5 - 20.4(-8.5 - -17.5) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-12) Crit. chance: +3.0% (-2.0%) Attack speed: 125% (+25%) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 16% Damage (Melee): +0(-10) acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-6) Fatigue: +1% (-9%) Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) When used to modify unarmed attacks: Base power: 9.0 - 12.6(-18.0 - -25.2) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-12) Crit. chance: +2.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +0(-10) acid Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]dwarven-steel gauntlets of butchering (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +9 Physical power: +4 (+1 eff.) Armour: +2 (-5) Fatigue: +3% (-7%) Changes resistances: +5% blight / +0%(-10%) physical / +0%(-20%) acid Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) Spell save: +8 (+4 eff.) When used to modify unarmed attacks: Base power: 19.5 - 27.3(-7.5 - -10.5) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 (-1) Crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). On weapon hit: * 12% chance to slow global speed by 45% * 10% chance to reduce armor by 23% Damage (Melee): +0(-10) acid Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 (-5) Fatigue: +3% (-7%) Changes stats: +4 Str Changes resistances: +0%(-20%) acid / +0%(-10%) physical Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-10%) acid / +0%(-5%) physical Talent cooldown: Clinch ((+0(+2) turn) When used to modify unarmed attacks: Base power: 21.5 - 30.1(-5.5 - -7.7) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-6) Crit. chance: +8.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +0(-10) acid Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Stone Gauntlets of Harkor'Zun (0 def, 7 armour) (On hands)]Storm Bringer's Gauntlets (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 (-2) Fatigue: +0% (-10%) Changes stats: +6 Mag Changes resistances: +15% lightning / +0%(-10%) physical / +0%(-20%) acid Changes resistances cap: +0%(-10%) acid / +0%(-5%) physical Changes resistances penetration: +0%(-15%) acid / +0%(-15%) physical Changes damage: +15% lightning / +0%(-5%) physical / +0%(-10%) acid Talent cooldown: Clinch ((+0(+2) turn) Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2(-4.0 - -5.6) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-5) Crit. chance: +4.0% (-1.0%) Attack speed: 100% (-) When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning / +0(-10) acid Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
[vs. Glacierwilder the rough leather cap (0 def, 1 armour) (On head)]Offalsmasher the linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-4) cold Changes stats: +2 Cun Changes resistances: +12% lightning / +3%(-4%) cold / +5% arcane / +3% nature Changes resistances penetration: +5% nature Changes damage: +0%(-3%) physical Allows you to breathe in: water Mental save: +5 (+2 eff.) Stamina each turn: +0.00 (-3.00) A pointy cloth hat, very wizardly... |
[vs. Glacierwilder the rough leather cap (0 def, 1 armour) (On head)]mindwoven linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-4) cold Changes resistances: +0%(-7%) cold Changes damage: +0%(-3%) physical Allows you to breathe in: water Stamina each turn: +0.00 (-3.00) Psi each turn: +0.12 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
[vs. Glacierwilder the rough leather cap (0 def, 1 armour) (On head)]Bethumira (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +3 (+2) Fatigue: +5% (+4%) Damage (Melee): 0(-10) item nature slow Damage when hit (Melee): 0(-4) cold Changes stats: +4 Str Changes resistances: +6% lightning / +6% temporal / +0%(-7%) cold Changes damage: +3% acid / +0%(-3%) physical Allows you to breathe in: water Critical mult.: +5.00% Stamina each turn: +0.00 (-3.00) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
3 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. |
5 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. |
4 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. |
4 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. |
5 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. |
10 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
116 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. |
[vs. Nerybrewen the Brandnaught (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) fire / +0%(-9%) nature / +0%(-9%) cold Maximum life: +0.00 (-40.00) 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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +0%(-3%) fire / +0%(-9%) nature / +0%(-9%) cold Maximum life: +0.00 (-40.00) Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 72.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 72.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Mayama the Frozenblack [power 200] (6/13 cooldown) (Tool)]iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +0%(-6%) darkness Changes damage: +0%(-12%) lightning / +0%(-30%) cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)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 172 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. |
[vs. Mayama the Frozenblack [power 200] (6/13 cooldown) (Tool)]innervating elm totem of healing [power 116] (6/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) darkness Changes damage: +0%(-12%) lightning / +0%(-30%) cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Mayama the Frozenblack [power 200] (6/13 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of healing 'Murkward' [power 188] (6/13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 4 temporal Changes resistances: +6%(-) darkness Changes resistances penetration: +5% temporal Changes damage: +0%(-12%) lightning / +0%(-30%) cold Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+8 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
[vs. Mayama the Frozenblack [power 200] (6/13 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. focusing ash wand of lightning storm [power 206] (6/13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +0%(-6%) darkness Changes damage: +0%(-12%) lightning / +0%(-30%) cold It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (255 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kris the Cornac Brawler level 12
31st Dusk 122nd year of Ascendancy at 05:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kris the Cornac Brawler level 21
27th Haze 122nd year of Ascendancy at 15:00 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Kris the Cornac Brawler level 21
27th Haze 122nd year of Ascendancy at 11:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kris the Cornac Brawler level 10
6th Mirth 122nd year of Ascendancy at 17:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kris the Cornac Brawler level 20
13rd Haze 122nd year of Ascendancy at 03:09 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Kris the Cornac Brawler level 21
28th Haze 122nd year of Ascendancy at 04:21 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Kris the Cornac Brawler level 20
26th Haze 122nd year of Ascendancy at 07:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kris the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 21:10 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kris the Cornac Brawler level 21
71st Haze 122nd year of Ascendancy at 13:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kris the Cornac Brawler level 15
50th Dusk 122nd year of Ascendancy at 09:49 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kris the Cornac Brawler level 18
3rd Haze 122nd year of Ascendancy at 04:02 see stats
Log
Something misses Kris.
Kris misses Something.
Something performs a melee critical strike against Kris!
Something performs a melee critical strike against Kris!
Something hits Kris for (29 flat reduction), 78 physical, (29 flat reduction), 25 physical (102 total damage).
Kris is not stunned anymore.
Bleeding from Poltergeist Silent Blade hits Kris for (29 flat reduction), 55 physical (55 total damage).
Deadly Poison from Poltergeist Silent Blade hits Kris for (29 flat reduction), 44 nature (44 total damage).
Something hits Kris for (21 flat reduction), 0 cold (0 total damage).
Something performs a melee critical strike against Kris!
Something performs a melee critical strike against Kris!
Something hits Kris for (29 flat reduction), 62 physical, (29 flat reduction), 28 physical (90 total damage).
Kris prepares to block incoming attacks.
Kris recovers sight.
Kris has finished recovering.
Kris is not disabled anymore.
Talent Axe Kick is ready to use.
Bleeding from Poltergeist Silent Blade hits Kris for (29 flat reduction), 50 physical (50 total damage).
Deadly Poison from Poltergeist Silent Blade hits Kris for (29 flat reduction), 49 nature (49 total damage).
Grave wight's glacial vapour area effect hits Kris for (21 flat reduction), 0 cold (0 total damage).
Something misses Kris.
Poltergeist Silent Blade uses Coup de Grace.
Kris is silenced!
Poison bursts out of Kris's corpse!
Poltergeist Silent Blade is more stealthy.
Melee retaliation hits Poltergeist Silent Blade for 5 cold, 5 cold (9 total damage).
Poltergeist Silent Blade hits Kris for (29 flat reduction), 67 physical, (29 flat reduction), 121 physical (188 total damage).
Kris the level 22 cornac brawler was pierced to death by a Poltergeist Silent Blade on level 3 of Ruined halfling complex.






























































































































