














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Rogue |
Level / Exp | 27 / 45% |
Size | medium |
Lifes / Deaths | Killed by Voruwen the elven cultist at level 27 on the 25th Regrowth 123rd year of Ascendancy at 21:06 / 1 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 88 (base 58) |
Constitution | 16 (base 10) |
Magic | 33 (base 10) |
Willpower | 27 (base 10) |
Cunning | 95 (base 50) |
Resources
Life | -84/466 |
Stamina | 66/220 |
Healing Factor | 1.0545771506545 |
Regeneration | 31.431606905146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 5 |
See Stealth | 48.718619386048 |
See Invisible | 60.718619386048 |
Offense: Mainhand
Damage | 97 |
Accuracy | 63 |
Crit Chance | 58% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 51 |
Accuracy | 63 |
Crit Chance | 56% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Acid | +3% |
Arcane | +4% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +26% |
Darkness | +16% |
Fire | +11% |
All | +6% |
Defense: Base
Armour (hardiness) | 8 (38.594633868923%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 22 |
Mental Save | 31 |
Defense: Resistances
Nature | + 12%( 70%) |
Lightning | + 25%( 70%) |
Light | + 6%( 70%) |
Temporal | + 23%( 70%) |
Darkness | + 3%( 70%) |
Arcane | + 4%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Poison Resistance | 50% |
Blind Resistance | 12% |
Inscriptions (3/3)
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 217 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 133 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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 28.6 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 57. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed pouch of luminous horror dust. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 pouch of faeros ash. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Resists +10% lightning +11% temporal +12% nature +6% fire Crit.chn- 15.00% A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +6 (+3 eff.) Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% light +12% temporal Spell.save +3 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +1 Wil dps ---------- Res.pen +10% physical Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Dex +6 Mag +5 Wil +3 Cun dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 5 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +4% arcane Phys.save +7 (+5 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 116% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Set Up 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Dex +9 Cun +2 Con ---------- misc See.Invis +6 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 13 cooldown 100% to heal for 57. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Cun +5 Mag dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 10 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 12% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 Blind- +12% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 132% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire +6% all Acc +5 (+2 eff.) Apr +6 Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 118% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+3 eff.) Res.pen +10% physical Acc +10 (+3 eff.) Apr +7 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% acid +15% fire +3% darkness Res.pen +5% darkness Acc +6 (+2 eff.) Apr +5 On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +2 (+0 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 45.61 to 136.83 lightning damage (91.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 238 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 258.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +3% blight Blind- +24% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Dmg.mod +12% mind +6% physical Melee Ret 8 physical ----- def ----- Mind.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+6 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 11.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Cun, 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 130% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Rare] Arcane Power 117% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 18 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +9% acid +5% physical +5% arcane +6% darkness Teleport- +20% Sharp, short and deadly. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning Acc +5 (+2 eff.) Melee Ret 2 cold ----- def ----- Defense +9 (+2 eff.) Stealth +6 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Mind.save +9 (+4 eff.) Max.HP +45.00 ---------- misc Psi/ret +0.12 Max.hate +6.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Dex +5 Cun dps ---------- Dmg.mod +3% acid ----- def ----- Defense +9 (+2 eff.) Resists +12% acid Stealth +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% mind ----- def ----- Armour +6 Resists +6% mind Phys.save +6 (+5 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +2 Wil dps ---------- Phys.crit +8.0% Dmg.mod +6% cold Apr +8 ----- def ----- Defense +2 (+0 eff.) Phys.save +12 (+8 eff.) Spell.save +10 (+5 eff.) ---------- misc Stam/turn +2.00 Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Wil ----- def ----- Defense +2 (+0 eff.) Resists +6% blight +15% temporal Phys.save +6 (+5 eff.) Mind.save +11 (+5 eff.) Max.HP +80.00 Poison- +20% Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Dmg.mod +12% mind Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.12 Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +5 Con ----- def ----- Resists +18% lightning +12% darkness +18% mind +13% all Phys.save +14 (+9 eff.) Spell.save +16 (+8 eff.) Mind.save +34 (+14 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +8 Mag +9 Wil dps ---------- Spell.pwr +14 (+7 eff.) S.pwr/crit +4 Dmg.mod +17% lightning +13% physical +14% cold ----- def ----- Resists +9% lightning +5% cold +13% all Silence- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Mag +5 Wil +2 Con dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -5% Max.HP +32.00 ---------- misc Stam/turn +0.40 Light +1 Infravis +3 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +1 Con ----- def ----- Armour +1 Defense +20 (+5 eff.) Resists +5% arcane HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +6 ----- def ----- Armour +3 ---------- misc Stam/turn +0.30 Max.stam +21.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +5 Dex dps ---------- Dmg.mod +15% cold ----- def ----- Armour +3 Defense +5 (+1 eff.) Stealth +6 HP.reg +4.00 Blind- +20% Poison- +10% Stun/Frz- +20% A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +6% acid Res.pen +25% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +6% temporal +3% cold Unarmed combat: Power 127% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 acid 4 lightning 4 fire 5 arcane 3 cold Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +6% arcane Unarmed combat: Power 113% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 ice +5 lightning +7 fire +7 arcane +10 acid On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+5 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 115% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +7 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 120% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Battle Shout 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Unarmed combat: Power 105% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +15% temporal +3% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% nature Res.pen +15% nature +5% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Phys.save +9 (+6 eff.) A cap made of leather. |
![]() 2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Shield.pwr +6% HP.reg +1.50 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +3% Resists +4% all Phys.save +5 (+4 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +14% physical Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% blight +9% lightning +3% darkness +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +7.0% Mind.crit +8% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Dex +8 Mag +4 Cun Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Quickblade Flightknife the Shalore Rogue level 26
20th Regrowth 123rd year of Ascendancy at 18:44 see stats
By Quickblade Flightknife the Shalore Rogue level 23
1st Regrowth 123rd year of Ascendancy at 14:01 see stats
By Quickblade Flightknife the Shalore Rogue level 15
39th Dusk 122nd year of Ascendancy at 14:50 see stats
By Quickblade Flightknife the Shalore Rogue level 20
8th Decay 122nd year of Ascendancy at 16:56 see stats
By Quickblade Flightknife the Shalore Rogue level 26
20th Regrowth 123rd year of Ascendancy at 19:08 see stats
By Quickblade Flightknife the Shalore Rogue level 10
3rd Flare 122nd year of Ascendancy at 20:17 see stats
By Quickblade Flightknife the Shalore Rogue level 20
78th Haze 122nd year of Ascendancy at 23:03 see stats
By Quickblade Flightknife the Shalore Rogue level 18
5th Haze 122nd year of Ascendancy at 08:40 see stats
By Quickblade Flightknife the Shalore Rogue level 11
5th Flare 122nd year of Ascendancy at 18:20 see stats
By Quickblade Flightknife the Shalore Rogue level 26
20th Regrowth 123rd year of Ascendancy at 18:44 see stats
By Quickblade Flightknife the Shalore Rogue level 20
80th Haze 122nd year of Ascendancy at 05:43 see stats
By Quickblade Flightknife the Shalore Rogue level 11
3rd Dusk 122nd year of Ascendancy at 20:11 see stats
By Quickblade Flightknife the Shalore Rogue level 20
79th Haze 122nd year of Ascendancy at 06:17 see stats
By Quickblade Flightknife the Shalore Rogue level 25
19th Regrowth 123rd year of Ascendancy at 01:48 see stats
By Quickblade Flightknife the Shalore Rogue level 18
3rd Haze 122nd year of Ascendancy at 08:20 see stats
Log
Voruwen the elven cultist is cut deeply.
Voruwen the elven cultist casts Timeless.
Voruwen the elven cultist stops bleeding.
Voruwen the elven cultist is no longer poisoned.
Voruwen the elven cultist is less vulnerable.
Voruwen the elven cultist's deep wound closes.
Voruwen the elven cultist speeds up.
Quickblade Flightknife's Quickdraw Knife performs a melee critical strike against Voruwen the elven cultist!
Quickblade Flightknife's Quickdraw Knife performs a melee critical strike against Voruwen the elven cultist!
Quickblade Flightknife casts Manathrust.
Quickblade Flightknife's spell attains critical power!
Voruwen the elven cultist starts to bleed.
Voruwen the elven cultist is weakened by the darkness!
Voruwen the elven cultist is disarmed!
Quickblade Flightknife hits Voruwen the elven cultist for 96 physical, 8 arcane, 18 arcane, 5 arcane, 9 physical, 273 physical, 68 physical, 8 arcane, 18 arcane, 5 arcane, 9 physical, 18 arcane, 5 arcane, 9 physical, 72 fire, 150 physical, 68 physical, 8 arcane, 18 arcane, 5 arcane, 9 physical, 18 arcane, 5 arcane, 9 physical (910 total damage).
Quickblade Flightknife's Quickdraw Knife hits Voruwen the elven cultist for 237 physical, 58 physical, 8 arcane, 18 arcane, 5 arcane, 9 physical, 157 arcane, 18 arcane, 5 arcane, 9 physical (524 total damage).
Melee retaliation hits Quickblade Flightknife for 44 light, 44 light, 34 light, 34 light, 34 light, 44 light, 35 light (270 total damage).
Voruwen the elven cultist activates Hymn of Perseverance.
Voruwen the elven cultist deactivates Hymn of Shadows.
Voruwen the elven cultist activates Chant of Fortitude.
Voruwen the elven cultist regains their energy.
Voruwen the elven cultist is cured!
Voruwen the elven cultist deactivates Chant of Resistance.
Voruwen the elven cultist casts Soul Rot.
Voruwen the elven cultist's spell attains critical power!
Quickblade Flightknife deflects the projectile from Voruwen the elven cultist to the north!
Quickblade Flightknife reacts to damage from Voruwen the elven cultist's Soul Rot, mitigating the blow!.
Voruwen the elven cultist's Soul Rot hits Quickblade Flightknife for (114 reacted , -5 stam), 259 blight (259 total damage).
Quickblade Flightknife the level 27 shalore rogue was fouled to death by Voruwen the elven cultist on level 5 of Dark crypt.
You end your Shadow Dance.