











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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. Items Vault 1.7.6Donators/Buyers bonus! Auto Loot Transmo Translated 1.7.4This addon is modified from Auto Loot Transmo by helminthauge, to add support for translation and provide a simple chinese translation |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Rogue |
Level / Exp | 24 / 71% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 13 on the 23rd Dusk 122nd year of Ascendancy at 17:32 0 / 8Killed by fire drake at level 19 on the 46th Haze 122nd year of Ascendancy at 09:50 Killed by Emelubrebeth the thief at level 24 on the 8th Regrowth 123rd year of Ascendancy at 15:03 Killed by Grand Corruptor at level 24 on the 9th Regrowth 123rd year of Ascendancy at 09:46 Killed by Grand Corruptor at level 24 on the 9th Regrowth 123rd year of Ascendancy at 10:21 Killed by elven cultist at level 24 on the 9th Regrowth 123rd year of Ascendancy at 11:06 Killed by Grand Corruptor at level 24 on the 9th Regrowth 123rd year of Ascendancy at 11:36 Killed by elven cultist at level 24 on the 9th Regrowth 123rd year of Ascendancy at 11:47 |
Primary Stats
Strength | 18 (base 18) |
Dexterity | 63 (base 54) |
Constitution | 16 (base 16) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 52 (base 33) |
Resources
Life | -62/452 |
Stamina | 113/169 |
Healing Factor | 1.1545771506545 |
Regeneration | 4.9069528902815 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 48.264408783316 |
See Invisible | 48.264408783316 |
Offense: Mainhand
Damage | 55 |
Accuracy | 54 |
Crit Chance | 29% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 53 |
Accuracy | 54 |
Crit Chance | 30% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +81% |
Light | +10% |
Temporal | +3% |
Mind | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Nature | +5% |
Cold | +15% |
Fire | +10% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (57.155997060385%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 14 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 16%( 70%) |
Lightning | + 55%( 70%) |
Light | + 44%( 70%) |
Temporal | + 16%( 70%) |
Cold | + 18%( 70%) |
Mind | + 14%( 70%) |
Fire | + 17%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Disarm Resistance | 51% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
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 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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 Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 11. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. 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 sandworm tooth. * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +5% lightning +15% cold When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +7 other ------- Infravision +2 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 6/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% fire +8% cold other ------- Breathe water A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +15% lightning +3% temporal Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +6% temporal 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. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 206 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+5 eff.) Mindpower +5 (+2 eff.) defense ------ Physical save +7 (+4 eff.) Spell save +7 (+6 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun +1 Dex offense ------ Damage +24% lightning defense ------ Resistance +27% lightning Life Regen +4.00 Blind Resist +10% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 109% 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 +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 lightning +7 fire +8 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: offense ------ Damage +15% lightning Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Defense +6 (+1 eff.) Disarm Resist +22% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Cun +5 Lck defense ------ Resistance +7% light +6% darkness Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Master Weapon Damage 122% 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 +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +8 acid On-crit, radius 2 +20 fire While equipped: offense ------ Damage +9% fire Ignore resists +10% fire Accuracy +10 (+3 eff.) defense ------ Defense +8 (+2 eff.) Disarm Resist +29% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% mind Ignore resists +10% lightning +15% mind +5% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Defense +2 (+0 eff.) Resistance +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +15% lightning defense ------ Resistance +22% lightning +11% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 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 -327 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 655 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 cold, 2 physical, 3 nature, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 205.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 148.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 86 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: offense ------ Ignore resists +5% light When Hit 10 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 17% * 20% chance to reduce all saves and defense by 20 defense ------ Resistance +12% nature +16% blight Poison Resist +20% Disease Resist +24% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% fire +18% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +3 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Defense +10 (+2 eff.) Resistance +9% mind +3% temporal Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% acid Accuracy +6 (+2 eff.) defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% acid Accuracy +6 (+2 eff.) defense ------ Resistance +20% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Fatigue -5% other ------- Encumbrance +22 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! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Life +23.00 Disarm Resist +27% Pinning Resist +23% Knockbk Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +24% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 105% 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 +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On-Hit, radius 1 +8 fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 112% 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 +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) defense ------ Disease Resist +16% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 106% 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 +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% defense ------ Disease Resist +14% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 trident 2H weapon [Ego] Nature/Psionic Weapon Damage 118% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-hit +10 nature +12 mind On Hit: * 23% chance to reduce all saves and defense by 20 While equipped: Stats +5 Cun +5 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +3% temporal +9% cold +3% darkness +6% nature Physical save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Physical Power +20 (+7 eff.) defense ------ Defense +30 (+7 eff.) other ------- See Invisibility +12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex offense ------ Physical Crit +7.0% Mind Crit +5% defense ------ Armor +7 Create a temporary shield that absorbs 170 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +11% physical +18% arcane +15% light Ignore resists +8% physical defense ------ Resistance +6% fire +5% arcane +6% light other ------- Light +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +4 Wil +2 Con offense ------ Ignore resists +20% light defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life other ------- Light +2 Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Defense +2 (+0 eff.) Spell save +7 (+6 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Damage +18% mind defense ------ Resistance +12% acid +12% darkness +6% blight +5% arcane +18% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +6% acid +9% physical +46% fire +5% cold defense ------ Resistance +10% acid +11% physical +11% cold +52% fire +9% all other ------- Psi when Hit +0.16 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +13% darkness +10% mind +11% all Physical save +12 (+6 eff.) Spell save +11 (+8 eff.) Mind save +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +14 (+9 eff.) Damage +8% all defense ------ Resistance +11% all Spell save +15 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +14 (+9 eff.) Damage +9% all defense ------ Resistance +9% all Spell save +17 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +14 (+9 eff.) Damage +9% temporal +8% arcane +10% all defense ------ Resistance +9% all other ------- Max mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% arcane +24% fire defense ------ Armor +4 Fatigue +3% Resistance +15% lightning +14% fire +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +6 defense ------ Armor +3 Crit Resistance 10.00% Healmod +10% Poison Resist +20% Knockbk Resist +20% A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +7 Con offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +2 Resistance +6% fire 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. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 112.40 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Damage +12% darkness +6% acid defense ------ Defense +2 (+0 eff.) Resistance +24% darkness +12% acid Shield Power +8% Mind save +7 (+2 eff.) Life Regen +2.20 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +15% nature defense ------ Defense +12 (+3 eff.) Resistance +3% acid +3% physical +22% nature Spell save +6 (+6 eff.) Poison Resist +10% Stun Resist +10% A pointy cloth hat, very wizardly... |
![]() 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 (+6 eff.) Spell save +12 (+9 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning +5% cold +5% fire A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +1 (+0 eff.) Resistance +16% fire A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +5 Str +9 Dex +8 Mag +3 Wil +11 Cun defense ------ Armor +10 Defense +17 (+4 eff.) Fatigue +8% Life +38.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego] Arcane While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +12% light +14% darkness +8% arcane Spell save +19 (+12 eff.) A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+7 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+7 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +10.00% defense ------ Armor +3 Defense +6 (+1 eff.) Resistance +7% physical +3% darkness +3% light Knockbk Resist +20% other ------- Psi when Hit +0.04 Max hate +8.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 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 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Enstlin the Cornac Rogue level 12
13rd Dusk 122nd year of Ascendancy at 18:15 see stats
By Enstlin the Cornac Rogue level 20
75th Haze 122nd year of Ascendancy at 20:25 see stats
By Enstlin the Cornac Rogue level 19
52nd Haze 122nd year of Ascendancy at 20:31 see stats
By Enstlin the Cornac Rogue level 24
9th Allure 123rd year of Ascendancy at 08:09 see stats
By Enstlin the Cornac Rogue level 10
8th Mirth 122nd year of Ascendancy at 04:05 see stats
By Enstlin the Cornac Rogue level 20
63rd Haze 122nd year of Ascendancy at 16:39 see stats
By Enstlin the Cornac Rogue level 19
7th Haze 122nd year of Ascendancy at 06:32 see stats
By Enstlin the Cornac Rogue level 9
3rd Mirth 122nd year of Ascendancy at 08:07 see stats
By Enstlin the Cornac Rogue level 19
54th Haze 122nd year of Ascendancy at 07:04 see stats
By Enstlin the Cornac Rogue level 22
7th Decay 122nd year of Ascendancy at 18:50 see stats
By Enstlin the Cornac Rogue level 19
53rd Haze 122nd year of Ascendancy at 18:37 see stats
By Enstlin the Cornac Rogue level 19
71st Dusk 122nd year of Ascendancy at 14:01 see stats
By Enstlin the Cornac Rogue level 24
9th Regrowth 123rd year of Ascendancy at 11:36 see stats
Log
Enstlin casts Rune: Shatter Afflictions.
Enstlin is free from the decrepitude disease.
A shield forms around Enstlin.
Enstlin uses Lunge.
Grand Corruptor is disarmed!
Enstlin damages himself through Martyrdom!
Grand Corruptor hits Enstlin for (5 absorbed), 0 physical, (0 absorbed), 0 fire, (0 absorbed), 0 light, (0 absorbed), 0 mind, (0 absorbed), 0 acid (0 total damage).
Enstlin hits Grand Corruptor for 111 physical, 7 fire, 14 light, 5 mind, 7 acid (143 total damage).
Grand Corruptor activates his totem!
Enstlin is poisoned!
Grand Corruptor hits Enstlin for (14 absorbed), 0 nature (0 total damage).
Grand Corruptor is fully armored again.
Grand Corruptor is no longer pinned.
Enstlin damages himself through Martyrdom!
Grand Corruptor hits Enstlin for (2 absorbed), 0 physical (0 total damage).
Bleeding from Enstlin hits Grand Corruptor for 57 physical damage.
Insidious Poison from Grand Corruptor hits Enstlin for (14 absorbed), 0 nature (0 total damage).
Enstlin brandishes his Summertide Phial and banishes all shadows!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Your shield crumbles under the damage!
The shield around Enstlin crumbles.
Grand Corruptor's Soul Rot hits Enstlin for (36 absorbed), 97 blight (97 total damage).
Enstlin damages himself through Martyrdom!
Grand Corruptor hits Enstlin for 2 physical damage.
Bleeding from Enstlin hits Grand Corruptor for 57 physical damage.
Elven cultist casts Drain.
Elven cultist hits Enstlin for 114 blight damage.
Enstlin the level 24 cornac rogue was fouled to death by an elven cultist on level 2 of Mark of the Spellblaze.