Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
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. 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 Roguelike |
Sex | Male |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 39 / 44% |
Size | medium |
Lifes / Deaths | Killed by Son of Blip Blip Junior's Inner Demon at level 20 on the 29th Iron 123rd year of Ascendancy at 09:48 / 2Killed by orc corruptor at level 39 on the 8th Iron 124th year of Ascendancy at 17:10 |
Primary Stats
Strength | 33 (base 11) |
Dexterity | 60 (base 60) |
Constitution | 30 (base 10) |
Magic | 53 (base 35) |
Willpower | 17 (base 10) |
Cunning | 78 (base 60) |
Resources
Life | -413/1312 |
Mana | 19/363 |
Stamina | 49/232 |
Healing Factor | 1.5392147729953 |
Regeneration | 18.855380969192 |
Speed
Mental | +3.5083047578155E-12% |
Attack | 0% |
Movement | 0% |
Spell | +3.5083047578155E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 108 |
Accuracy | 79 |
Crit Chance | 63% |
APR | 52 |
Speed | 1.00 |
Offense: Offhand
Damage | 60 |
Accuracy | 79 |
Crit Chance | 61% |
APR | 52 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 22% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +9% |
Arcane | +18% |
Cold | +3% |
All | 0% |
Darkness | +14% |
Light | +8% |
Temporal | +6% |
Physical | +12% |
Fire | +3% |
Lightning | +42% |
Offense: Damage Penetration
Darkness | +50% |
Temporal | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 54 (51.69962066283%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 46 |
Mental Save | 52 |
Defense: Resistances
Blight | + 24%( 74%) |
Cold | + 26%( 74%) |
All | + 6%( 74%) |
Darkness | + 46%( 74%) |
Light | + 14%( 74%) |
Lightning | + 9%( 74%) |
Mind | + 11%( 74%) |
Fire | + 20%( 74%) |
Nature | + 27%( 74%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 64% |
Silence Resistance | 79% |
Confusion Resistance | 100% |
Stun Resistance | 88% |
Pinning Resistance | 31% |
Poison Resistance | 0% |
Knockback Resistance | 58% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 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 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by vampire lord. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | 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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Ivonne the snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed minotaur nose. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Nimbusimmortal' (0 def, 5 armour) pair of voratun boots 'Nimbusimmortal' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +30% lightning +6% temporal Ignore resists +15% temporal defense ------ Armor +5 Fatigue -4% Resistance +3% lightning Physical save +10 (+4 eff.) Silence Resist +79% Confus Resist +97% Stun Resist +88% other ------- Encumbrance +42 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Tidepierce the brass lantern Tidepierce the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Physical Power +25 (+6 eff.) Damage +3% cold Accuracy +5 (+1 eff.) defense ------ Defense +5 (+1 eff.) Life +41.00 other ------- 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 | Isletira (0 def, 7 armour) Isletira (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Con offense ------ Damage +6% acid defense ------ Armor +7 Fatigue +3% Resistance +9% darkness Life +80.00 Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
On hands | Eryrion (0 def, 3 armour) Eryrion (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Dex +2 Con offense ------ Physical Power +18 (+5 eff.) On-Hit 13 light Damage +8% light +3% physical Accuracy +45 (+9 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% light Unlife -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | cleansing stralite torque of psionic shield [power 115] (5/25 cooldown) cleansing stralite torque of psionic shield [power 115] (5/25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Galeimmortal Galeimmortal0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +5 Con offense ------ Damage +12% lightning +9% physical +14% darkness defense ------ Armor +10 Resistance +28% darkness other ------- Stamina/turn +3.00 Light +2 Rings make your fingers look great! |
On fingers | Korayarach Korayarach0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Damage +18% arcane +9% blight When Hit 8 blight defense ------ Crit Resistance 15.00% Life +38.00 Disarm Resist +35% Pinning Resist +31% Knockbk Resist +38% other ------- Stamina/turn +3.00 Max vim +50.00 Rings make your fingers look great! |
Around neck | Berorach Berorach0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +20 (+5 eff.) defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +6% nature Max Resistance +4% all Physical save +13 (+5 eff.) Unlife -60.00 life Life +80.00 Life Regen +4.00 Amulets make your neck look great! |
In main hand | Gifast the voratun dagger (145% power, 9 apr) Gifast the voratun dagger (145% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Critical power +10.00% Ignore Armor +10 defense ------ Spell save +6 (+2 eff.) Unlife -80.00 life Healmod +20% Sharp, short and deadly. |
Around waist | Toramaromikor Toramaromikor1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con defense ------ Resistance +3% darkness Physical save +3 (+1 eff.) Life +34.00 Healmod +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +3.00 A belt that goes around your waist. |
In off hand | Glumina the stralite dagger (144% power, 9 apr) Glumina the stralite dagger (144% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Master Weapon Damage 145% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +4 blight +4 arcane While equipped: offense ------ Physical Crit +10.0% Spell Crit +1% Critical power +22.00% Spellpower/crit +10 Accuracy +9 (+1 eff.) Ignore Armor +12 defense ------ Defense +9 (+2 eff.) Resistance +6% mind Disarm Resist +29% Sharp, short and deadly. |
Cloak | Sootjeer (3 def, 13 armour) Sootjeer (3 def, 13 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% fire Ignore resists +25% darkness defense ------ Armor +13 Defense +3 (+1 eff.) Resistance +3% darkness +19% blight +21% cold +17% nature +15% fire Life +51.00 Life Regen +8.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the duelist (speed 913%; cd 11) movement infusion of the duelist (speed 913%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 913% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 618%; cd 9) movement infusion of the warrior (speed 618%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 618% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 18; cd 14) blink rune of the wizard (range 5; phase 18; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Elubeth Elubeth0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +4 Dex +2 Mag +4 Cun +6 Con offense ------ Physical Crit +2.0% Spellpower/crit +3 Move Speed +10% Accuracy +5 (+1 eff.) defense ------ Fatigue -5% Unlife -40.00 life Life Regen +1.00 other ------- Stamina/turn +0.40 Mana/turn +0.22 Max mana +27.00 Masteries +0.13 Spell/Temporal Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Far-Hand =10 CON = The Far-Hand =10 CON =0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (148). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Pyremonster' =2 STAM TURN= gold amulet 'Pyremonster' =2 STAM TURN=0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Accuracy +15 (+3 eff.) When Hit 8 physical defense ------ Resistance +1% physical +15% fire Blind Resist +22% other ------- Stamina/turn +2.00 Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
Daimorarig the voratun ring Daimorarig the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +8 Str offense ------ On-Hit 35 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 21 defense ------ Armor +16 Fatigue -8% Resistance +12% fire +6% mind +3% temporal Blind Resist +10% Poison Resist +10% other ------- Encumbrance +32 Hate-on-crit +2.00 Max hate +13.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Flashglory Flashglory0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str defense ------ Armor +4 Disease Resist +20% Stun Resist +10% other ------- Light +1 Rings make your fingers look great! |
Gath the Muckblow Gath the Muckblow0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Damage +3% nature +18% mind defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +5% arcane +6% fire Silence Resist +20% Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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? |
conjurer's copper ring of luminosity conjurer's copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 12 light On-Ranged-Hit 13 light Damage +11% light Rings make your fingers look great! |
copper ring of luminosity copper ring of luminosity0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! |
pixie's steel ring of pilfering pixie's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +7 (+2 eff.) Accuracy +9 (+1 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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! |
pixie's stralite ring of speed pixie's stralite ring of speed0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +7 (+2 eff.) Move Speed +14% Accuracy +11 (+2 eff.) defense ------ Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
sneakthief's gold ring of perseverance sneakthief's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +10 (+2 eff.) defense ------ Life Regen +3.00 Disease Resist +15% Stun Resist +26% Rings make your fingers look great! It was changed by the digestive sack. |
titan's steel ring of corrosion (+24%) titan's steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +12% acid defense ------ Resistance +24% acid Physical save +6 (+2 eff.) Rings make your fingers look great! |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 0% Cun, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+4 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Cun, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Cun, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Zubamina the stralite dagger (134% power, 9 apr) Zubamina the stralite dagger (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +10 mind +6 nature On Hit: * 22% chance to reduce all saves and defense by 21 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +10% blight defense ------ Resistance +5% arcane +3% fire Crit Resistance 5.00% Mind save +9 (+3 eff.) Blind Resist +10% Sharp, short and deadly. |
elemental iron dagger of massacre (114% power, 5 apr) elemental iron dagger of massacre (114% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 83 lightning damage (1/turn) While equipped: offense ------ Damage +7% lightning Ignore resists +5% lightning Sharp, short and deadly. |
Xeroselle the Rime's kiss Xeroselle the Rime's kiss1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +10% cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% darkness Life +30.00 A belt that goes around your waist. |
rough leather belt 'Gliwen' rough leather belt 'Gliwen'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Damage +6% acid Ignore resists +5% arcane defense ------ Resistance +6% light +5% darkness other ------- Max mana +20.00 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Belyra the cashmere cloak (27 def, 8 armour) Belyra the cashmere cloak (27 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% physical When Hit 4 physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +8 Defense +27 (+7 eff.) Resistance +21% cold Spell save +12 (+4 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipseglean (1 def, 0 armour) =3 CON CLOAK= Eclipseglean (1 def, 0 armour) =3 CON CLOAK=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Physical Crit +2.0% Ignore resists +10% physical +10% darkness +5% nature defense ------ Defense +1 (+0 eff.) Resistance +1% physical other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Manaharavon (6 def, 0 armour) Manaharavon (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +4 When Hit 2 arcane defense ------ Defense +6 (+2 eff.) Resistance +11% light +13% fire Stealth +6 Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanutta the Freezeripper (1 def, 0 armour) =2 cun= Xanutta the Freezeripper (1 def, 0 armour) =2 cun=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +12% blight defense ------ Defense +1 (+0 eff.) Resistance +3% darkness +9% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleam's kiss the linen robe (2 def, 2 armour) Gleam's kiss the linen robe (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +1 Cun +1 Mag defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +6% light +7% all Physical save +15 (+5 eff.) other ------- See Invisibility +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 41.81 to 52.27 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =NATURE RES= Spider-Silk Robe of Spydrë (10 def, 15 armour) =NATURE RES=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 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. |
elven-silk robe 'Earthbreak' (0 def, 0 armour) elven-silk robe 'Earthbreak' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil offense ------ Spell Crit +12% Mind Crit +4% Critical power +15.00% Spellpower +27 (+9 eff.) Mindpower +8 (+4 eff.) Damage +24% mind Ignore resists +40% mind +5% nature defense ------ Resistance +3% nature +5% arcane +15% all other ------- Mana/turn +0.69 Psi/turn +0.94 Max mana +100.00 Max psi +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of fire (+21%) (0 def, 0 armour) =6 MAG ARMOR= focusing cashmere robe of fire (+21%) (0 def, 0 armour) =6 MAG ARMOR=2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Damage +14% fire defense ------ Resistance +11% all +21% fire other ------- Mana/turn +0.15 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Mayawen' (0 def, 0 armour) woollen robe 'Mayawen' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +3 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +14 (+4 eff.) Damage +6% all defense ------ Resistance +11% darkness +11% mind +9% all Physical save +12 (+4 eff.) Spell save +27 (+9 eff.) Mind save +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzleoozer (0 def, 3 armour) Dazzleoozer (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +6 Dex defense ------ Armor +3 Resistance +6% light Stealth +11 Life +40.00 Life Regen +4.00 Poison Resist +20% Confus Resist +20% Knockbk Resist +20% other ------- Light +3 A pair of boots made of leather. |
Zeralar the pair of rough leather boots (5 def, 5 armour) Zeralar the pair of rough leather boots (5 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +9% mind defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +3% lightning Disease Resist +10% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.3 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of dwarven-steel boots 'Harinik' (0 def, 4 armour) pair of dwarven-steel boots 'Harinik' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Ignore resists +8% physical defense ------ Armor +4 Fatigue -1% Resistance +9% lightning +9% cold Physical save +7 (+3 eff.) Life Regen +4.00 Healmod +12% Cut Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
brawler's hardened leather gloves (0 def, 2 armour) brawler's hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun defense ------ Armor +2 Physical save +6 (+2 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Blizzardhunter' (30 def, 2 armour) dwarven-steel gauntlets 'Blizzardhunter' (30 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Wil +3 Con offense ------ On-Hit 7 mind Damage +5% mind defense ------ Armor +2 Defense +30 (+7 eff.) Fatigue +3% Resistance +7% mind +9% cold other ------- EQ when Hit +0.08 Max stamina +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dridur the Brightstrider (1 def, 4 armour) Dridur the Brightstrider (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +9% fire +12% physical defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +3% fire +3% darkness +12% physical Unlife -20.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
Galeclamor the linen wizard hat (1 def, 0 armour) Galeclamor the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +9% lightning Spell save +6 (+2 eff.) other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Infernoblight the linen wizard hat (1 def, 0 armour) Infernoblight the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +2 Mag +1 Cun +2 Con offense ------ Damage +3% fire Ignore Shields +10% defense ------ Defense +1 (+0 eff.) Spell save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tarrorab the Glimmernull (16 def, 0 armour) Tarrorab the Glimmernull (16 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) defense ------ Defense +16 (+4 eff.) Resistance +6% lightning +3% light Crit Resistance 10.00% Life Regen +2.00 other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
Xerulemida (0 def, 1 armour) Xerulemida (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Ignore resists +15% physical Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +6% acid +3% temporal +6% cold +6% fire +6% lightning Spell save +3 (+1 eff.) Life +80.00 Healmod +5% A cap made of leather. |
dwarven-steel helm 'Belynor' (0 def, 4 armour) =lightning resistance= dwarven-steel helm 'Belynor' (0 def, 4 armour) =lightning resistance=3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Wil defense ------ Armor +4 Fatigue +4% Resistance +22% lightning +14% temporal +7% blight +8% fire +8% cold Mind save +8 (+3 eff.) Life +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Falidan' (0 def, 3 armour) hardened leather cap 'Falidan' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Dex +8 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) Ignore resists +20% arcane defense ------ Armor +3 Fatigue +3% Resistance +6% blight +15% light +12% darkness Mind save +5 (+2 eff.) A cap made of leather. |
iron helm 'Pitchcrack' (0 def, 3 armour) =3 STAM PER TURN= iron helm 'Pitchcrack' (0 def, 3 armour) =3 STAM PER TURN=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Crit +1.0% Ignore resists +15% physical defense ------ Armor +3 Fatigue +5% Resistance +9% darkness +1% physical other ------- Stamina/turn +3.00 Stamina when Hit +0.90 EQ when Hit +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Lelaldil' (11 def, 6 armour) linen wizard hat 'Lelaldil' (11 def, 6 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +6 Defense +11 (+3 eff.) Crit Resistance 15.00% Mind save +6 (+2 eff.) Unlife -20.00 life A pointy cloth hat, very wizardly... |
Arthimnir the reinforced leather armour (12 def, 7 armour) =TRACK ITEM= Arthimnir the reinforced leather armour (12 def, 7 armour) =TRACK ITEM=9.0 Encumbrance T4 light armor [Random Unique] Master While equipped: Stats +7 Str offense ------ Physical Crit +5.0% Critical power +20.00% Physical Power +8 (+2 eff.) Mindpower +20 (+10 eff.) Damage +12% mind defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +12% darkness +14% physical Physical save +17 (+6 eff.) Mind save +6 (+2 eff.) other ------- Hate-on-crit +1.00 Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour) =lighting res chest= Eel-skin armour (16 def, 0 armour) =lighting res chest=9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 56.66 to 169.97 lightning damage (113.31 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+3 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 5.0 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 131.29 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
marauder's hardened leather armour of the deep (13 def, 8 armour) marauder's hardened leather armour of the deep (13 def, 8 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +5 Dex defense ------ Armor +8 Defense +13 (+3 eff.) Fatigue +8% Resistance +10% acid +7% cold Physical save +8 (+3 eff.) other ------- Breathe water A suit of armour made of leather. |
2 agate 2 agate0.0 Encumbrance 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. |
601 alchemist agate 601 alchemist agate0.0 Encumbrance 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. |
3 onyx 3 onyx0.0 Encumbrance 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. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
3 opal 3 opal0.0 Encumbrance 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mayesewyn the alchemist's lamp =3 CON LITE= Mayesewyn the alchemist's lamp =3 CON LITE=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Mind Crit +1% defense ------ Resistance +10% blight +9% temporal +9% cold Physical save +6 (+2 eff.) Life Regen +7.00 Healmod +10% Cut Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (0/1) Rod of Recall (0/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 11/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Armadig [power 310] (5/15 cooldown) Armadig [power 310] (5/15 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Dex offense ------ Ignore Armor +5 defense ------ Resistance +9% acid +5% arcane +6% lightning Blast the opponent's mind dealing 310 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 20% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (5/25 cooldown) dwarven-steel torque of clear mind [power 2] (5/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Radhinarindil the Shadowcast [power 116] (5/15 cooldown) Radhinarindil the Shadowcast [power 116] (5/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Dex offense ------ Damage +3% darkness defense ------ Unlife -80.00 life Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Shadowpulverizer the ash totem of healing [power 200] (5/15 cooldown) Shadowpulverizer the ash totem of healing [power 200] (5/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +18% arcane Ignore resists +25% cold When Hit 4 darkness defense ------ Resistance +18% cold +5% arcane +12% darkness Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle 'Khelentir' [power 195] (5/25 cooldown) yew totem of summon tentacle 'Khelentir' [power 195] (5/25 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% physical On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +6% mind Life +40.00 Blind Resist +20% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 530 Base Damage: 226 Armor: 12 All Resist: 4 Puts all charms on 25 turn cooldown 100% to increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Betath the Stokeripper [power 206] (5/20 cooldown) =shield ally= Betath the Stokeripper [power 206] (5/20 cooldown) =shield ally=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% fire On-Hit (Melee): * 10% chance to slow global speed by 47% * 20% chance to reduce all saves and defense by 21 defense ------ Resistance +12% blight +9% temporal +6% mind Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Jetbreaker the ash wand of conjuration [power 180] (5/15 cooldown) Jetbreaker the ash wand of conjuration [power 180] (5/15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% darkness Ignore resists +10% darkness +10% nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 * 10% chance to slow global speed by 47% * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% darkness +9% nature +9% mind Fire a magical bolt dealing 185 cold damage Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvuldabrelle the Blastpiercer [power 284] (5/15 cooldown) =3 stam turn= Yvuldabrelle the Blastpiercer [power 284] (5/15 cooldown) =3 stam turn=2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +6 Dex offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +10 (+3 eff.) defense ------ Defense +15 (+4 eff.) Resistance +6% lightning +12% acid other ------- Stamina/turn +3.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 80 lightning damage and will be dazed for 1 turn (403 total damage) Puts all charms on 15 turn cooldown 100% to heal for 51. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz 4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Son of Blip Blip Junior the Dwarf Shadowblade level 38
2nd Iron 124th year of Ascendancy at 07:09 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 38
18th Shortage 123rd year of Ascendancy at 05:33 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 9
20th Wealth 122nd year of Ascendancy at 10:59 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 34
43rd Dearth 123rd year of Ascendancy at 07:35 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 25
7th Gold 123rd year of Ascendancy at 15:31 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 22
7th Steel 123rd year of Ascendancy at 20:39 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 33
28th Dearth 123rd year of Ascendancy at 03:37 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 10
27th Wealth 122nd year of Ascendancy at 19:39 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 20
8th Iron 123rd year of Ascendancy at 12:49 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 30
32nd Profit 123rd year of Ascendancy at 09:53 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 29
30th Gold 123rd year of Ascendancy at 10:54 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 31
30th Wealth 123rd year of Ascendancy at 17:54 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 6
21st Voratun 122nd year of Ascendancy at 11:00 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 6
2nd Profit 122nd year of Ascendancy at 05:18 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 31
2nd Dearth 123rd year of Ascendancy at 20:44 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 14
16th Loss 122nd year of Ascendancy at 19:44 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 31
2nd Dearth 123rd year of Ascendancy at 09:40 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 25
8th Gold 123rd year of Ascendancy at 07:19 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 18
22nd Shortage 122nd year of Ascendancy at 11:55 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 20
29th Iron 123rd year of Ascendancy at 09:48 see stats
By Son of Blip Blip Junior the Dwarf Shadowblade level 36
16th Shortage 123rd year of Ascendancy at 02:20 see stats
Log
Orc corruptor casts Blood Spray.
Son of Blip Blip Junior is afflicted by a decrepitude disease!
Your shield crumbles under the damage!
The shield around Son of Blip Blip Junior crumbles.
Orc corruptor hits Son of Blip Blip Junior for (54 absorbed), 162 blight (162 total damage).
Son of Blip Blip Junior slows down.
Talent Dual Strike is ready to use.
Talent Shadowguard is ready to use.
Decrepitude Disease from Orc corruptor hits Son of Blip Blip Junior for 42 blight damage.
Son of Blip Blip Junior uses Disarm.
You are being observed too closely to enter Stealth!
Son of Blip Blip Junior uses Heartseeker.
Son of Blip Blip Junior activates Essence of Speed.
Orc corruptor casts Soul Rot.
Son of Blip Blip Junior's fades into the shadows.
Talent Disengage is ready to use.
Talent Expose Weakness is ready to use.
Decrepitude Disease from Orc corruptor hits Son of Blip Blip Junior for (42 ignored), 0 blight (0 total damage).
Son of Blip Blip Junior is wreathed in entropy.
Orc corruptor casts Blood Grasp.
Orc corruptor roars triumphantly.
Orc corruptor's Blood Grasp hits Son of Blip Blip Junior for 180 blight damage.
Orc corruptor receives 38 healing from Orc corruptor's Blood Grasp.
Son of Blip Blip Junior the level 39 dwarf shadowblade was infected to death by an orc corruptor on level 2 of Lost Dwarven Kingdom of Reknor.
Space restabilizes around you.