Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Brawler combo displayer 1.7.4Displays combo point icon when you get it. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 27 / 84% |
Size | small |
Lifes / Deaths | Killed by Isladath the elven guard at level 27 on the 5th Decay 122nd year of Ascendancy at 02:48 6 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 59 (base 52) |
Constitution | 20 (base 10) |
Magic | 10 (base 10) |
Willpower | 22 (base 10) |
Cunning | 79 (base 58) |
Resources
Life | -56/888 |
Stamina | 0/158 |
Healing Factor | 1.1870588855781 |
Regeneration | 13.390761352784 |
Speed
Mental | -20% |
Attack | -30% |
Movement | -60% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | -990 |
Infravision | 5 |
See Stealth | 45.350416095169 |
See Invisible | 45.350416095169 |
Stealth | 65 |
Offense: Mainhand
Damage | 13 |
Accuracy | 44 |
Crit Chance | 30% |
APR | 12 |
Speed | 1.25 |
Offense: Offhand
Damage | 31 |
Accuracy | 44 |
Crit Chance | 32% |
APR | 17 |
Speed | 1.25 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 23% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 40% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Nature | +43% |
Acid | +20% |
Light | +11% |
Darkness | +8% |
Cold | +14% |
Lightning | +17% |
Mind | +26% |
All | +5% |
Offense: Damage Penetration
Acid | +17% |
Nature | +37% |
Cold | +27% |
Fire | +12% |
Mind | +27% |
All | +7% |
Defense: Base
Armour (hardiness) | 35 (81.307545217203%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 31 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 15%( 70%) |
All | + 11%( 70%) |
Lightning | + 59%( 70%) |
Light | + 19%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 13%( 70%) |
Darkness | + 16%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 26% |
Teleport Resistance | 20% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 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 362 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 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 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 464% 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. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.47 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Leeching Poison |
talent | Volatile Poison |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.0 and stamina regeneration by 1.2. Soothing Darkness |
detrimental effect | The target is disabled, reducing movement speed by 78% and accuracy by 41. Disable |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 7 Net Damage: 80 - 111 Accuracy: 59 (knife) APR: 22 Crit Chance: +50% Crit mult: 183% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 29 defense. Evasion |
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Cunning 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +4 Fatigue +3% Silence- +32% Confus- +26% Stun/Frz- +34% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Rimebolt Rimebolt2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +9% cold Res.pen +15% mind +20% cold Melee Ret 4 fire 2 cold ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Voidgrinder (0 def, 3 armour) Voidgrinder (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +3 Fatigue +5% Resists +12% blight +1% physical +6% darkness +5% arcane Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+4 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | elm wand of shielding 'Oozeserpent' [power 116] (20 cooldown) elm wand of shielding 'Oozeserpent' [power 116] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% nature +5% mind ----- def ----- Resists +3% lightning ---------- misc Max.psi +20.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +12% lightning +6% light +5% all ----- def ----- Resists +30% lightning +9% light HP.reg +4.00 Stun/Frz- +25% ---------- misc Light +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around neck | steel amulet 'Bleakimmortal' steel amulet 'Bleakimmortal'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 4 darkness ----- def ----- Armour +6 Resists +12% lightning Crit.chn- 5.00% Stun/Frz- +20% Teleport- +20% ---------- misc Masteries +0.17 Technique/Combat training Amulets make your neck look great! |
In main hand | iron waraxe 'Salulera' (10-15 power, 2 apr) iron waraxe 'Salulera' (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 mind While equipped: Stats +5 Str dps ---------- Res.pen +7% all Acc +17 (+6 eff.) Apr +6 ----- def ----- Armour +2 Die.at -40.00 life ---------- misc Hate/m.crit +3.00 One-handed war axes. |
Around waist | Barydolethad the Scaldbone Barydolethad the Scaldbone1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +6% lightning +6% temporal +9% acid +1% physical Max.HP +80.00 Heal.mod +10% A belt that goes around your waist. |
In off hand | quick dwarven-steel dagger of massacre (26-33 power, 7 apr) quick dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 25.5 - 33.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +5 (+2 eff.) Sharp, short and deadly. |
Cloak | linen cloak 'Prismpassion' (1 def, 0 armour) linen cloak 'Prismpassion' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid Melee Ret 4 acid ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Max.HP +30.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 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. |
Inventory
medical injector implant (efficiency 81% / cooldown 64%) medical injector implant (efficiency 81% / cooldown 64%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 81% efficiency and cooldown mod of 64%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 61%) medical injector implant (efficiency 80% / cooldown 61%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -481; dur 7; cd 29) heroism infusion (die at -481; dur 7; cd 29)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -481 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 962 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -176; dur 5; cd 28) heroism infusion of the warrior (die at -176; dur 5; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -176 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 351 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Braniharadar Braniharadar0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% physical Apr +3 ----- def ----- Armour +2 Resists +12% mind Crit.chn- 10.00% Confus- +20% ---------- misc Light +3 Amulets make your neck look great! |
Pitchsin Pitchsin0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Res.pen +10% darkness +5% acid Acc +5 (+2 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce damage dealt by 23% ---------- misc Light +2 Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Crystal Shard (16-19 power, 4 apr, physical element) Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Zubomina the elven-wood starstaff (25-30 power, 5 apr, physical element) Zubomina the elven-wood starstaff (25-30 power, 5 apr, physical element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Spell.crit +4% Spell.pwr +28 (+8 eff.) Dmg.mod +15% mind +25% physical ----- def ----- Resists +6% acid +6% fire +9% darkness ---------- misc Psi/ret +0.24 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sleethunt the dwarven-steel battleaxe (29-44 power, 2 apr) Sleethunt the dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 mind +26 cold On Hit.r1 +8 fire While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Resists +15% cold ---------- misc Hate/m.crit +4.00 Massive two-handed battleaxes. |
Moldwrest (40-60 power, 2 apr) Moldwrest (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 lightning On Crit.r2 +12 lightning While equipped: Stats +6 Con dps ---------- Phys.pwr +16 (+8 eff.) Res.pen +25% lightning +16% physical +25% arcane +15% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Disarm- +35% Massive two-handed mauls. |
Frostroar the steel longsword (16-22 power, 3 apr) Frostroar the steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +5 fire +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +6 (+2 eff.) Apr +6 ----- def ----- Resists +6% blight Sharp, long, and deadly. |
Amohir the stralite longsword (36-50 power, 5 apr) Amohir the stralite longsword (36-50 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Psionic Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 darkness Against +17% Living While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +6% physical Apr +5 Melee Ret 6 physical ----- def ----- Resists +15% mind Sharp, long, and deadly. |
arcing stralite waraxe of massacre (42-59 power, 5 apr) arcing stralite waraxe of massacre (42-59 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
balanced steel dagger of enduring (12-15 power, 6 apr) balanced steel dagger of enduring (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +6 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Max.HP +34.00 Disarm- +24% Sharp, short and deadly. |
inquisitor's stralite dagger of evisceration (28-36 power, 9 apr) inquisitor's stralite dagger of evisceration (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Disrupt/Master Power 28.0 - 36.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% * Deals 78 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+5 eff.) Sharp, short and deadly. |
gifted pulsing mindstar of balance (13-14 power, 32 apr, nature damage) gifted pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) ----- def ----- Phys.save +5 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dairenik the cashmere robe (0 def, 0 armour) Dairenik the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +15% arcane +7% all On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% all +9% temporal Spell.save +21 (+10 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +47.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of lightning (+27%) (0 def, 0 armour) slimy silk robe of lightning (+27%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +18% lightning On Melee Ret: * 6% chance to slow global speed by 55% * 7 arcane resource burn ----- def ----- Resists +27% lightning +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearforged stralite plate armour (0 def, 13 armour) fearforged stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +13 Fatigue +28% Resists +9% fire -17% light +7% darkness Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) A suit of armour made of metal plates. |
reinforced pair of hardened leather boots (0 def, 8 armour) reinforced pair of hardened leather boots (0 def, 8 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +8 Resists +7% acid +8% fire +8% cold +11% lightning A pair of boots made of leather. |
Galokaltholdil (0 def, 3 armour) Galokaltholdil (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +7% fire +5% arcane +5% cold HP.reg +4.00 Heal.mod +15% Disarm- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm 'Venomblur' (0 def, 3 armour) =wa= iron helm 'Venomblur' (0 def, 3 armour) =wa=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil +1 Mag dps ---------- Dmg.mod +6% nature Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Spell.save +6 (+3 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tempestwinter the dwarven-steel helm (0 def, 4 armour) Tempestwinter the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Crit.mult +20.00% Mind.pwr +5 (+2 eff.) S.pwr/crit +10 ----- def ----- Armour +4 Fatigue +4% Resists +6% lightning ---------- misc Mana/s.crit +2.00 Max.vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 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. |
8 spinel 8 spinel0.0 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. |
4 ametrine 4 ametrine0.0 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. |
9 citrine 9 citrine0.0 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. |
5 zircon 5 zircon0.0 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. |
5 aquamarine 5 aquamarine0.0 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. |
6 opal 6 opal0.0 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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 amethyst 3 amethyst0.0 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. |
onyx onyx0.0 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. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
272 alchemist agate 272 alchemist agate0.0 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. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
Frozentorrent the dwarven-steel pickaxe (dig speed 24 turns) Frozentorrent the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +14% nature +6% cold ----- def ----- Resists +24% nature +3% cold ---------- misc Psi/ret +0.16 Max.hate +2.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of psionic shield [power 23] (25 cooldown) iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of clear mind [power 5] (37 cooldown) overpowered stralite torque of clear mind [power 5] (37 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 37 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Rogue the Halfling Rogue level 21
60th Haze 122nd year of Ascendancy at 00:19 see stats
By Rogue the Halfling Rogue level 9
1st Summertide 122nd year of Ascendancy at 23:38 see stats
By Rogue the Halfling Rogue level 25
80th Haze 122nd year of Ascendancy at 10:45 see stats
By Rogue the Halfling Rogue level 23
72nd Haze 122nd year of Ascendancy at 06:17 see stats
By Rogue the Halfling Rogue level 10
4th Flare 122nd year of Ascendancy at 05:56 see stats
By Rogue the Halfling Rogue level 20
50th Dusk 122nd year of Ascendancy at 12:46 see stats
By Rogue the Halfling Rogue level 21
54th Dusk 122nd year of Ascendancy at 16:45 see stats
By Rogue the Halfling Rogue level 25
80th Haze 122nd year of Ascendancy at 05:58 see stats
By Rogue the Halfling Rogue level 6
77th Pyre 122nd year of Ascendancy at 23:58 see stats
By Rogue the Halfling Rogue level 21
54th Dusk 122nd year of Ascendancy at 16:21 see stats
By Rogue the Halfling Rogue level 16
18th Dusk 122nd year of Ascendancy at 01:22 see stats
Log
Isladath the elven guard uses Blinding Powder.
Rogue loses sight!
Rogue is disabled.
Isladath the elven guard hits Rogue for damage.
Rogue uses Throwing Knives.
Talent Luck of the Little Folk is ready to use.
Something performs a melee critical strike against Rogue!
Rogue reacts to an attack from Something, mitigating the blow!.
Rogue tries to evade attacks.
Rogue resists the terror!
Rogue is crippled.
Rogue evades Something.
Something hits Rogue for (82 reacted , -5 stam), 160 physical, 40 darkness, 14 acid, 12 nature (226 total damage).
Rogue uses Throwing Knives.
Rogue reacts to an attack from Something, mitigating the blow!.
Something performs a melee critical strike against Rogue!
Rogue reacts to an attack from Something, mitigating the blow!.
Something hits Rogue for (67 reacted , -5 stam), 121 physical, 46 darkness, (53 reacted , -5 stam), 96 physical, 46 darkness, 27 acid, 20 nature (355 total damage).
Something performs a melee critical strike against Rogue!
Rogue reacts to an attack from Something, mitigating the blow!.
Rogue resists the terror!
Something misses Rogue.
Something hits Rogue for (93 reacted , -5 stam), 168 physical, 46 darkness, 15 acid, 14 nature (243 total damage).
Rogue uses Throwing Knives.
Something misses Rogue.
Something misses Rogue.
Rogue evades Something.