









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 24 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted skeleton warrior at level 7 on the 7th Haze 122nd year of Ascendancy at 19:41 0 / 8Killed by corrupted skeleton warrior at level 7 on the 7th Haze 122nd year of Ascendancy at 20:29 Killed by Isynor the thief at level 17 on the 7th Regrowth 123rd year of Ascendancy at 08:32 Killed by Isynor the thief at level 17 on the 7th Regrowth 123rd year of Ascendancy at 12:00 Killed by Xanitha the sandworm at level 21 on the 20th Regrowth 123rd year of Ascendancy at 06:39 Killed by DevitaPunch's Inner Demon at level 22 on the 21st Regrowth 123rd year of Ascendancy at 10:11 Killed by Porima the assassin at level 24 on the 59th Regrowth 123rd year of Ascendancy at 08:52 Killed by Porima the assassin at level 24 on the 59th Regrowth 123rd year of Ascendancy at 09:53 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 59 (base 54) |
| Constitution | 33 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 9 (base 10) |
| Cunning | 61 (base 47) |
Resources
| Life | -79/925 |
| Stamina | 1/166 |
| Healing Factor | 1.3989294477288 |
| Regeneration | 18.256029292861 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Barehand
| Damage | 88 |
| Accuracy | 52 |
| Crit Chance | 25% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| All | 0% |
| Physical | +10% |
| Fire | +12% |
| Nature | +3% |
Offense: Damage Penetration
| Nature | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 39 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 18%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 18%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Poison Resistance | 10% |
| Confusion Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 27% for 3 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: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Race / Parasite | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed giant spider spinneret. * '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.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Bagund' (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Resistance +5% arcane Mind save +6 (+3 eff.) Unlife -20.00 life Life +80.00 Life Regen +2.00 Confus Resist +20% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Strikeraptor the dwarven-steel gauntlets (0 def, 16 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+2 eff.) On-Hit 13 physical Damage +12% fire +10% physical Ignore resists +5% lightning defense ------ Armor +16 Fatigue +3% Resistance +9% lightning Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +12 physical On-crit, radius 2 +10 physical On Hit: 20% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Fanged Collar Fanged Collar0.0 Encumbrance T4 head armor [Unique] It's a head... but is it yours? |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 10 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +1 Mag +2 Wil +4 Cun offense ------ Damage +11% lightning Accuracy +6 (+2 eff.) defense ------ Armor +6 Resistance +22% lightning +5% arcane Mind save +4 (+2 eff.) 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 | steel ring 'Growthtreason'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag offense ------ Damage +3% nature Ignore resists +5% nature Accuracy +8 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +8 (+3 eff.) Resistance +9% temporal Spell save +8 (+4 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! |
| Around neck | 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 (+8 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 You have died, but that does not bother the collar at all... 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. |
| Main armor | Nerynn the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Nature/Psionic While equipped: offense ------ Critical power +15.00% defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% mind Mind save +12 (+6 eff.) Life +76.00 Life Regen +10.80 Healmod +22% other ------- EQ when Hit +0.08 Hate-on-crit +3.00 A suit of armour made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Silerathra (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +9% mind +1% physical Mind save +5 (+3 eff.) Life +60.00 Poison Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% 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. |
healing infusion of the duelist (heal 160; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 168; 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 instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the titan (heal 130; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -374; dur 6; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -374 life. The duration and life will increase by 1% for every 1% life you have lost (currently 779 life, 12 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. |
movement infusion of the wizard (speed 494%; 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 494% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 367; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 267; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 18%; magical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 20%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, nature, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 3 cold, 3 nature, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 77; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 55; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Loammight the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 43% * 20% chance to reduce armor by 19% defense ------ Healmod +12% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 200 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Lightslicer0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Damage +12% acid Ignore resists +5% light Accuracy +5 (+1 eff.) Ignore Armor +3 defense ------ Unlife -40.00 life Rings make your fingers look great! |
warrior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +23% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
Skyclash (14-21 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Nature Weapon Damage 14.0 - 21.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +8 lightning While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +7 Cun +7 Con offense ------ Ignore resists +10% mind +25% lightning When Hit 4 mind other ------- EQ when Hit +0.08 Massive two-handed battleaxes. |
hateful dwarven-steel longsword of amnesia (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 darkness Damage Against +8% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
Flashwrack (12-16 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 light While equipped: Stats +2 Cun +5 Str offense ------ Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Physical save +18 (+9 eff.) Unlife -20.00 life Disarm Resist +10% other ------- Infravision +1 One-handed war axes. |
dwarven-steel waraxe of shearing (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +5 (+1 eff.) Ignore Armor +7 One-handed war axes. |
truestriking dwarven-steel dagger of evisceration (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+2 eff.) Ignore resists +8% physical Accuracy +10 (+3 eff.) Ignore Armor +8 Sharp, short and deadly. |
Frostreaper the pouch of steel shots (19/19, 28-33 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 27.5 - 33.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +12 lightning +4 cold +20 mind On-Hit, radius 1 +8 lightning +8 mind On-crit, radius 2 +20 cold Shots are used with slings to pummel your foes to death. |
Gunylar the Blastsweeper (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +13% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning +15% fire +5% arcane +19% cold +6% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Windgrinder' (0 def, 8 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil +2 Cun offense ------ Critical power +10.00% Damage +8% lightning +10% physical +11% cold Ignore resists +25% nature When Hit 6 mind defense ------ Armor +8 Resistance +9% lightning +7% cold +9% light +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xyyabretha the Glacierspike (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Disrupt While equipped: offense ------ Damage +12% cold +12% light +9% mind Ignore resists +10% cold defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +13% blight +6% cold +13% nature other ------- Light +2 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +32.00 Life Regen +4.60 Healmod +12% A suit of armour made of leather. |
troll-hide cured leather armour of natural resilience (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Disrupt While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% nature +12% blight Resist Against +6% Unnatural Life +35.00 Life Regen +4.40 Healmod +10% A suit of armour made of leather. |
iron mail armour 'Bethenn' (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +5 Cun +5 Con defense ------ Armor +10 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +6% physical +7% cold +6% lightning +6% fire other ------- Light +3 Infravision +3 A suit of armour made of mail. |
iron plate armour 'Woepride' (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Psionic While equipped: Stats +4 Dex +2 Wil offense ------ Ignore resists +10% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +7 Fatigue +22% Resistance +9% fire +6% mind +3% nature Mind save +11 (+6 eff.) A suit of armour made of metal plates. |
Bokydokan1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% blight +12% acid Life Regen +0.80 Healmod +11% Poison Resist +20% A belt that goes around your waist. |
reinforced hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: defense ------ Armor +7 Defense +5 (+2 eff.) Physical save +13 (+7 eff.) A belt that goes around your waist. |
Lavanight the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% fire defense ------ Defense +1 (+1 eff.) Resistance +6% light Life +31.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +2 Wil +3 Con defense ------ Defense +2 (+1 eff.) Spell save +5 (+2 eff.) other ------- Max mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Emubretta' (15 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Defense +15 (+5 eff.) Resistance +6% lightning +2% physical Crit Resistance 5.00% Life +40.00 Life Regen +2.00 Healmod +11% Disease Resist +20% A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +5 (+3 eff.) other ------- Encumbrance +21 Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Winterrot the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Disrupt While equipped: offense ------ Damage +12% acid +9% mind Ignore resists +10% mind +10% cold When Hit 8 mind defense ------ Armor +1 Resistance +6% blight +15% acid +7% arcane +8% darkness Affinity +7% nature Spell save +10 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On Crit: 20% Call of the Ooze level 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 8.0 - 11.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Gunyledir (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil offense ------ Spell Crit +2% Critical power +5.00% Spellpower +5 (+5 eff.) On-Hit 7 light 4 arcane Damage +3% light +4% arcane Accuracy +5 (+1 eff.) When Hit 6 blight defense ------ Armor +2 Fatigue +3% Resistance +8% light +3% arcane Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +25% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +4 arcane On Hit: 10% Perfect Control level 3 On Hit: 20% Searing Light level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +8 (+2 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Vorelle' (5 def, 8 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +5% Resistance +5% arcane +3% all Physical save +6 (+3 eff.) Life Regen +4.00 Confus Resist +20% other ------- See Invisibility +24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gunuromifast the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +4 Con offense ------ Mindpower +4 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +9% blight +6% cold +6% darkness Physical save +20 (+10 eff.) Mind save +11 (+6 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelirethad (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Wil +4 Con offense ------ Mind Crit +1% Mindpower +15 (+7 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% acid +8% fire +8% lightning +8% cold Mind save +5 (+3 eff.) other ------- Light +4 See Invisibility +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
brass lantern 'Hanyrak'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Mind Crit +5% Physical Power +10 (+3 eff.) Mindpower +6 (+3 eff.) Ignore resists +15% physical defense ------ Resistance +15% lightning +3% cold +6% mind +9% temporal Mind save +5 (+3 eff.) Silence Resist +20% 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Radhoregodin [power 210] (15 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Physical Crit +1.0% Damage +12% physical Ignore resists +15% physical defense ------ Resistance +3% lightning Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 231 physical damage Puts all charms on 15 turn cooldown 100% to heal for 63. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DevitaPunch the Cornac Brawler level 16
5th Allure 123rd year of Ascendancy at 03:24 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By DevitaPunch the Cornac Brawler level 24
58th Regrowth 123rd year of Ascendancy at 15:28 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By DevitaPunch the Cornac Brawler level 10
57th Haze 122nd year of Ascendancy at 08:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By DevitaPunch the Cornac Brawler level 20
10th Regrowth 123rd year of Ascendancy at 20:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By DevitaPunch the Cornac Brawler level 13
1st Decay 122nd year of Ascendancy at 22:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By DevitaPunch the Cornac Brawler level 6
6th Haze 122nd year of Ascendancy at 09:39 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By DevitaPunch the Cornac Brawler level 6
55th Dusk 122nd year of Ascendancy at 21:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By DevitaPunch the Cornac Brawler level 22
20th Regrowth 123rd year of Ascendancy at 19:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By DevitaPunch the Cornac Brawler level 16
5th Allure 123rd year of Ascendancy at 03:24 see stats
Log
Xyma the bandit starts to bleed.
Xyma the bandit's brain isn't quite working right!
Porima the assassin casts Searing Light.
Porima the assassin's spell attains critical power!
DevitaPunch reacts to damage from Porima the assassin, mitigating the blow!.
DevitaPunch hits Xyma the bandit for (23 parried), 98 physical, 6 physical, 6 physical (110 total damage).
Porima the assassin hits DevitaPunch for (17 flat reduction), (71 reacted , -5 stam), 178 light (178 total damage).
Talent Infusion: Regeneration is ready to use.
Talent Flurry of Fists is ready to use.
Talent Butterfly Kick is ready to use.
Burning from Xyma the bandit hits DevitaPunch for (17 flat reduction), 13 fire (13 total damage).
Bleeding from Xyma the bandit hits DevitaPunch for (17 flat reduction), 5 physical (5 total damage).
Bleeding from DevitaPunch hits Xyma the bandit for 25 physical damage.
Porima the assassin's light area effect hits DevitaPunch for (17 flat reduction), 144 light (144 total damage).
DevitaPunch shrugs off some effects!
DevitaPunch is not stunned anymore.
Xyma the bandit misses DevitaPunch.
Xyma the bandit performs a melee critical strike against DevitaPunch!
DevitaPunch is afflicted by a crippling illness!
Xyma the bandit casts Lightning.
Xyma the bandit hits DevitaPunch for (17 flat reduction), 96 physical, (6 flat reduction), 0 blight, (17 flat reduction), 83 lightning (179 total damage).
DevitaPunch unleashes a flurry of disrupting kicks.
Xyma the bandit deactivates Arcane Combat.
DevitaPunch hits Xyma the bandit for (23 parried), 42 physical, 12 physical, 11 physical, (23 parried), 31 physical, 12 physical, 11 physical, 49 physical, 12 physical, 11 physical, 52 physical, 12 physical, 11 physical (268 total damage).
Burning from Xyma the bandit hits DevitaPunch for (17 flat reduction), 9 fire (9 total damage).
Bleeding from Xyma the bandit hits DevitaPunch for (17 flat reduction), 32 physical (32 total damage).
Bleeding from DevitaPunch hits Xyma the bandit for 58 physical damage.
Porima the assassin's light area effect hits DevitaPunch for (17 flat reduction), 144 light (144 total damage).
DevitaPunch the level 24 cornac brawler was radiated to death by Porima the assassin on level 1 of Damp Cave.
































































































