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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Better Item Description 1.7.0This 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. Showing Items Tier in Inventory 1.6.0This 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 | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 32 / 17% |
Size | medium |
Lifes / Deaths | Killed by Bethoretta the king cobra at level 10 on the 8th Flare 122nd year of Ascendancy at 13:22 0 / 7Killed by Elolle the assassin at level 21 on the 41st Dusk 122nd year of Ascendancy at 21:09 Killed by elven cultist at level 27 on the 76th Dusk 122nd year of Ascendancy at 07:52 Killed by Elelaith the mean looking elven guard at level 27 on the 76th Dusk 122nd year of Ascendancy at 09:39 Killed by Eilinalrana the elven warrior at level 27 on the 76th Dusk 122nd year of Ascendancy at 17:45 Killed by Mayille the elven blood mage at level 29 on the 78th Dusk 122nd year of Ascendancy at 11:27 Killed by Eilinuda the corrupted acidic digestor at level 32 on the 18th Haze 122nd year of Ascendancy at 09:32 |
Primary Stats
Strength | 38 (base 13) |
Dexterity | 69 (base 60) |
Constitution | 43 (base 22) |
Magic | 58 (base 34) |
Willpower | 10 (base 10) |
Cunning | 83 (base 60) |
Resources
Life | -63/705 |
Mana | 166/286 |
Stamina | 112/193 |
Healing Factor | 1.3497742564934 |
Regeneration | 107.37596813701 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 84.225488946514 |
See Invisible | 85.225488946514 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 126 |
Accuracy | 66 |
Crit Chance | 68% |
APR | 28 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 66 |
Crit Chance | 51% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Physical | +24% |
Nature | +54% |
Blight | +9% |
Arcane | +32% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Temporal | +12% |
All | 0% |
Darkness | +12% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 42 (60.678270784467%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 38 |
Mental Save | 51 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 42%( 70%) |
Physical | + 29%( 70%) |
Cold | + 45%( 70%) |
All | + 21%( 70%) |
Lightning | + 42%( 70%) |
Light | + 38%( 70%) |
Temporal | + 31%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 53%( 70%) |
Fire | + 42%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 69% |
Confusion Resistance | 34% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 27% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% 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. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.50 |
| 5/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 67.3 and stamina regeneration by 17.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 52%. 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Polumira the black bear. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Possessed. | 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: 359. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 bear paw. * '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.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed sandworm tooth. 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 xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * You've found the needed snow giant kidney. | 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. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +12% temporal ----- def ----- Armour +4 Fatigue +3% Resists +14% darkness +13% temporal Silence- +27% Confus- +24% Stun/Frz- +23% Def/telep +18 Res/telep +10% Dur/telep +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Phys.pwr +15 (+5 eff.) ----- def ----- Resists +3% lightning Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +10 Con +24 Mag dps ---------- Phys.crit +4.0% Dmg.mod +32% arcane +3% physical ----- def ----- Defense +3 (+1 eff.) Resists +12% fire +1% physical +3% cold Spell.save +10 (+4 eff.) Die.at -40.00 life Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 6.5 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T4 hands armor [Rare] Nature While equipped: Stats +13 Str dps ---------- Melee+ 14 nature Dmg.mod +9% nature ----- def ----- Armour +11 Defense +30 (+6 eff.) Fatigue +5% Resists +10% nature +12% acid ---------- misc Stam/turn +3.00 Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +14 nature On Hit: 10% Venomous Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +15% physical Res.pen +15% lightning Melee Ret 10 physical ----- def ----- Armour +4 Defense +15 (+3 eff.) Resists +15% darkness +12% lightning Sting an enemy dealing 576 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +9 Str +10 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +3% nature Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +3% light Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +8 Resists +12% blight +5% physical +3% mind +6% nature HP.reg +4.00 Stun/Frz- +26% Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 65% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Phys.crit +5.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +11 (+3 eff.) Resists +3% mind Stealth +17 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Psionic Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str dps ---------- Res.pen +20% nature ----- def ----- Resists +6% cold +4% physical HP.reg +4.00 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +9 (+2 eff.) Resists +15% blight +15% fire +18% light +12% nature Stealth +5 HP.reg +4.00 Heal.mod +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% cold +12% nature +6% physical Acc +5 (+1 eff.) ----- def ----- Resists +11% darkness +18% nature +22% cold +13% mind +11% all Phys.save +23 (+8 eff.) Spell.save +13 (+5 eff.) Mind.save +32 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +19% light +5% temporal +5% darkness +5% physical ----- def ----- Resists +9% lightning +6% fire Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +9% temporal +1% physical Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) Confus- +12% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +2% S.pwr/crit +10 ----- def ----- Resists +11% mind Confus- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Str +5 Dex +3 Mag +3 Con dps ---------- Phys.crit +6.0% ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% lightning +5% arcane +15% light ---------- misc See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +12% darkness Res.pen +10% cold ----- def ----- Resists +3% fire +22% nature +21% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% fire Acc +4 (+1 eff.) ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% light Acc +6 (+1 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +13% lightning ----- def ----- Armour +4 Resists +26% lightning Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +24.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+5 eff.) Dmg.mod +12% cold Acc +7 (+1 eff.) Apr +9 ----- def ----- Defense +11 (+3 eff.) Resists +24% cold Max.HP +59.00 HP.reg +8.00 Heal.mod +13% Disengage: Puts all charms on 6 cooldown Level 4.5 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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! |
![]() 0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +12 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 24 light Ranged+ 17 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +0.0% 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 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 darkness Against +8% Living On Crit.r2 +49 fire While equipped: Stats +4 Mag +3 Cun +2 Con dps ---------- Phys.crit +8.0% Crit.mult +18.00% All.spd +1% Res.pen +10% blight +11% fire Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 Sharp, short and deadly. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +7 Wil dps ---------- Dmg.mod +9% lightning +7% physical +14% fire +5% cold Res.pen +15% arcane Melee Ret 4 blight ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +6% lightning +5% cold +21% fire +9% all Phys.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% acid +15% fire On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +3 Resists +15% lightning +18% fire HP.reg +4.90 ---------- misc Stam/turn +1.30 Psi/turn +0.23 Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% lightning +12% physical +11% fire ----- def ----- Defense +6 (+2 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Str +4 Con dps ---------- Dmg.mod +15% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +5 Fatigue +5% Resists +6% cold +16% light +19% darkness Phys.save +15 (+5 eff.) Mind.save +11 (+4 eff.) Skullcracker: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 204.9 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +4 Defense +20 (+4 eff.) Fatigue +4% Resists +17% cold Die.at -80.00 life Cut- +20% Disarm- +20% ---------- misc Max.psi +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 119.75 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 293 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 14 out of 25/25. Range 6 Travel.spd 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 115.82 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 115.82 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 11 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 17 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 108% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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 T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +2 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +9% acid Die.at -80.00 life ---------- misc Max.stam +30.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str dps ---------- Spell.pwr +30 (+10 eff.) S.pwr/crit +2 Dmg.mod +15% arcane ---------- misc Mana/turn +0.16 Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Killyousomuch the Cornac Rogue level 27
67th Dusk 122nd year of Ascendancy at 16:37 see stats
By Killyousomuch the Cornac Rogue level 30
7th Haze 122nd year of Ascendancy at 21:05 see stats
By Killyousomuch the Cornac Rogue level 31
9th Haze 122nd year of Ascendancy at 05:38 see stats
By Killyousomuch the Cornac Rogue level 19
40th Dusk 122nd year of Ascendancy at 00:44 see stats
By Killyousomuch the Cornac Rogue level 23
61st Dusk 122nd year of Ascendancy at 05:52 see stats
By Killyousomuch the Cornac Rogue level 27
67th Dusk 122nd year of Ascendancy at 17:09 see stats
By Killyousomuch the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 05:44 see stats
By Killyousomuch the Cornac Rogue level 20
40th Dusk 122nd year of Ascendancy at 14:13 see stats
By Killyousomuch the Cornac Rogue level 30
6th Haze 122nd year of Ascendancy at 12:43 see stats
By Killyousomuch the Cornac Rogue level 29
79th Dusk 122nd year of Ascendancy at 11:17 see stats
By Killyousomuch the Cornac Rogue level 27
75th Dusk 122nd year of Ascendancy at 23:28 see stats
By Killyousomuch the Cornac Rogue level 20
41st Dusk 122nd year of Ascendancy at 03:37 see stats
By Killyousomuch the Cornac Rogue level 27
67th Dusk 122nd year of Ascendancy at 16:37 see stats
By Killyousomuch the Cornac Rogue level 30
7th Haze 122nd year of Ascendancy at 21:05 see stats
By Killyousomuch the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 14:35 see stats
By Killyousomuch the Cornac Rogue level 27
67th Dusk 122nd year of Ascendancy at 16:37 see stats
By Killyousomuch the Cornac Rogue level 12
4th Dusk 122nd year of Ascendancy at 17:31 see stats
By Killyousomuch the Cornac Rogue level 22
57th Dusk 122nd year of Ascendancy at 14:23 see stats
By Killyousomuch the Cornac Rogue level 16
12nd Dusk 122nd year of Ascendancy at 20:43 see stats
Log
Your premonition allows you to raise a shield just in time!
Killyousomuch reacts to damage from Eilinuda the corrupted acidic digestor, mitigating the blow!.
Cyrera the corrupted plasmic disruptor casts Soul Rot.
Eilinuda the corrupted acidic digestor hits Killyousomuch for (45 reacted , -6 stam), 65 darkness (65 total damage).
Eilinuda the corrupted acidic digestor casts Invoke Darkness.
Killyousomuch reacts to damage from Eilinuda the corrupted acidic digestor, mitigating the blow!.
Eilinuda the corrupted acidic digestor hits Killyousomuch for (48 reacted , -6 stam), 69 darkness (69 total damage).
Killyousomuch uses Dirty Fighting.
Killyousomuch uses Shadow Dance.
You begin your Shadow Dance.
Killyousomuch uses Throwing Knives.
Cyrera the corrupted plasmic disruptor's Soul Rot hits Armoured skeleton warrior for (119 absorbed), 0 blight (0 total damage).
Eilinuda the corrupted acidic digestor's acid area effect hits Armoured skeleton warrior for (14 absorbed), 0 acid (0 total damage).
Eilinuda the corrupted acidic digestor's acid area effect hits Killyousomuch for 40 acid damage.
Eilinuda the corrupted acidic digestor's acid area effect hits Armoured skeleton warrior for (14 absorbed), 0 acid (0 total damage).
Corrupted acidic digestor's acid area effect hits Eilinuda the corrupted acidic digestor for 11 acid damage.
Killyousomuch's Throwing Knife performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is afflicted by a crippling illness!
Armoured skeleton warrior is disarmed!
Armoured skeleton warrior is crippled.
Armoured skeleton warrior's Overpower is disrupted by his wounds!
Killyousomuch's Throwing Knife hits Armoured skeleton warrior for (105 absorbed), 0 physical, (7 absorbed), 0 nature (0 total damage).
Epidemic from Cyrera the corrupted plasmic disruptor hits Killyousomuch for 83 blight damage.
Killyousomuch reacts to damage from Eilinuda the corrupted acidic digestor, mitigating the blow!.
Eilinuda the corrupted acidic digestor hits Killyousomuch for (45 reacted , -6 stam), 65 darkness (65 total damage).
Killyousomuch the level 32 cornac rogue was darkened to death by Eilinuda the corrupted acidic digestor on level 1 of The Godfeaster.
You end your Shadow Dance.
Stealth is still on cooldown for 6 turns.
Killyousomuch deactivates Stealth.