Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 26 / 39% |
Size | small |
Lifes / Deaths | Killed by Xeryrimira the swarming horror at level 26 on the 24th Haze 122nd year of Ascendancy at 15:23 / 1 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 89 (base 57) |
Constitution | 16 (base 10) |
Magic | 15 (base 10) |
Willpower | 15 (base 10) |
Cunning | 54 (base 50) |
Resources
Life | -243/697 |
Stamina | 37/188 |
Healing Factor | 1.2545771506545 |
Regeneration | 37.022975268117 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 38.873901619887 |
See Invisible | 38.873901619887 |
Offense: Mainhand
Damage | 82 |
Accuracy | 67 |
Crit Chance | 31% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 47 |
Accuracy | 67 |
Crit Chance | 33% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +178% |
Light | +10% |
Blight | +13% |
Cold | +6% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 11 |
Mental Save | 25 |
Defense: Resistances
Blight | + 18%( 70%) |
Physical | + 2%( 70%) |
Cold | + 3%( 70%) |
All | 0%( 70%) |
Lightning | + 22%( 70%) |
Light | + 30%( 70%) |
Temporal | + 9%( 70%) |
Crit. shrug | +28% |
Mind | + 9%( 70%) |
Fire | + 9%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 109 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. |
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 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 19.5 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Githra the red crystal. Escort: lost defiler (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Aderiath the large brown snake. Escort: repented thief (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 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. | 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 green worm. * You've found the needed length of troll intestine. * You've found the needed black mamba head. 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 bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. 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 hummerhorn wing. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Adyba the pair of dwarven-steel boots (0 def, 4 armour) Adyba the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% mind defense ------ Armor +4 Fatigue -3% Resistance +9% nature +9% fire Physical save +8 (+4 eff.) Unlife -40.00 life Life +60.00 other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 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.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Isselin (0 def, 1 armour) =20 STUN= Isselin (0 def, 1 armour) =20 STUN=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +9% temporal +9% mind Mind save +6 (+3 eff.) Life Regen +4.00 Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
On hands | Eremelahor the iron gauntlets (0 def, 1 armour) Eremelahor the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Crit +3.0% Spellpower +20 (+10 eff.) On-Hit 6 blight Damage +13% blight When Hit 4 blight defense ------ Armor +1 Fatigue +1% Resistance +6% blight Unlife -40.00 life Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 blight On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron torque of clear mind 'Hailtaint' [power 1] (21 cooldown) iron torque of clear mind 'Hailtaint' [power 1] (21 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% cold Ignore resists +20% cold When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 defense ------ Resistance +6% blight +3% cold Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +9 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 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! |
On fingers | gold quartz ring =+5 MAG / 30 STUN= gold quartz ring =+5 MAG / 30 STUN=0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +8 (+4 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
Around neck | copper amulet 'Hanudan' copper amulet 'Hanudan'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +5 Str defense ------ Resistance +13% lightning +2% physical Unlife -80.00 life Stun Resist +21% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
In main hand | Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Cun, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex, 0% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | Neroddafast the Flashraze (1 def, 0 armour) Neroddafast the Flashraze (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Con offense ------ Physical Crit +1.0% When Hit 2 light defense ------ Defense +1 (+0 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of resilience (9 def, 6 armour) troll-hide hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +78.00 Life Regen +5.80 Healmod +10% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 219; cd 13) healing infusion of the duelist (heal 219; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 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. |
healing infusion of the sneak (heal 149; cd 14) healing infusion of the sneak (heal 149; 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 149 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. |
healing infusion of the wizard (heal 78; cd 11) healing infusion of the wizard (heal 78; 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 78 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the warrior (die at -401; dur 6; cd 32) heroism infusion of the warrior (die at -401; dur 6; cd 32)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 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 -401 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 802 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. |
regeneration infusion of the duelist (heal 363; 15 cd) regeneration infusion of the duelist (heal 363; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. 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. |
wild infusion (res 18%; mental; dur 4; cd 13) wild infusion (res 18%; mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 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. |
wild infusion (res 16%; mental; dur 2; cd 13) wild infusion (res 16%; mental; dur 2; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 16% for 2 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. |
wild infusion of the wizard (res 20%; magical; dur 3; cd 12) wild infusion of the wizard (res 20%; magical; 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 magical 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. |
Mirror Image Rune (dur 6; cd 24) 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) 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)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 175 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. |
acid wave rune of the warrior (damage 72; dur 4; cd 19) acid wave rune of the warrior (damage 72; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 71.80 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 14; resist 16%; move 39%; dur 5; cd 17) ethereal rune of the titan (power 14; resist 16%; move 39%; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 39% faster, and you are invisible (power 14). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gleamfurnace Gleamfurnace0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +2 Dex offense ------ Damage +3% light defense ------ Fatigue -5% Crit Resistance 15.00% Life Regen +2.00 other ------- See Invisibility +3 Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 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... |
copper amulet 'Suntrail' copper amulet 'Suntrail'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +18% lightning Ignore resists +25% light defense ------ Resistance +20% light +13% temporal Pinning Resist +20% Knockbk Resist +22% other ------- Light +2 Amulets make your neck look great! |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper amulet of mastery (0.12 Technique / Mobility) copper amulet of mastery (0.12 Technique / Mobility)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Technique/Mobility Amulets make your neck look great! |
gold amulet gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Iviwen' gold amulet 'Iviwen'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ On-Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 44% defense ------ Resistance +6% acid +6% temporal +6% nature +3% blight Amulets make your neck look great! |
gold amulet of vision gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +16% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
grounding copper amulet of willpower (+2) grounding copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +22% Knockbk Resist +23% Amulets make your neck look great! |
stralite amulet 'Manorand' stralite amulet 'Manorand'0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Nature While equipped: offense ------ On-Hit 22 light 18 darkness Damage +14% light +18% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 When Hit: * 18% chance to reduce damage dealt by 15% * 17% chance to blind defense ------ Resistance +6% blight +6% temporal +12% mind Confus Resist +28% Amulets make your neck look great! |
warrior's gold amulet warrior's gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +8% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Bokelen the steel ring =+6 MAG= Bokelen the steel ring =+6 MAG=0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +6 Mag +5 Cun offense ------ Mind Crit +3% Damage +12% acid defense ------ Resistance +24% acid other ------- Hate-on-crit +3.00 Max psi +20.00 See Invisibility +6 Rings make your fingers look great! |
Dregoneg =LIT RES= Dregoneg =LIT RES=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +3% mind other ------- Hate-on-crit +4.00 Rings make your fingers look great! |
Layethra the Blizzardravager =+7 MAG / 24 STUN= Layethra the Blizzardravager =+7 MAG / 24 STUN=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +1 Wil +5 Cun offense ------ Mind Crit +1% Spellpower +10 (+5 eff.) Mindpower +15 (+7 eff.) When Hit 4 cold defense ------ Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
conjurer's steel ring conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+4 eff.) Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Malilekath' copper ring 'Malilekath'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% acid When Hit 4 acid defense ------ Armor +6 Defense +10 (+3 eff.) Crit Resistance 10.00% Physical save +6 (+3 eff.) Spell save +8 (+8 eff.) Mind save +7 (+4 eff.) Unlife -40.00 life Rings make your fingers look great! |
copper ring of lightning (+20%) copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
gold ring of aether (+14%) gold ring of aether (+14%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +14% arcane defense ------ Resistance +14% arcane Rings make your fingers look great! |
pixie's steel ring pixie's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +5 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of arcana (+0.11/turn) rogue's copper ring of arcana (+0.11/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Silence Resist +24% other ------- Mana/turn +0.11 Rings make your fingers look great! |
rogue's steel ring of fire (+22%) =FIRE RES= rogue's steel ring of fire (+22%) =FIRE RES=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +11% fire defense ------ Defense +8 (+2 eff.) Resistance +22% fire Rings make your fingers look great! |
steel ring 'Chalaravon' steel ring 'Chalaravon'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +3.0% Critical power +20.00% Damage +12% acid defense ------ Defense +10 (+3 eff.) Resistance +24% acid Physical save +6 (+3 eff.) Rings make your fingers look great! |
stralite ring of misery stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun offense ------ On-Hit 13 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 18 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 18 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
titan's copper ring of clarity =20 CONFUS= titan's copper ring of clarity =20 CONFUS=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
warrior's steel ring of perseverance warrior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
wizard's steel ring of sensing wizard's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+8 eff.) Blind Resist +24% other ------- Infravision +4 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 0% Cun, 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+9 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Duskwrither (100% power, 6 apr) =+7 MAG= Duskwrither (100% power, 6 apr) =+7 MAG=1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 100% 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% While equipped: Stats +5 Str +5 Dex +7 Mag +6 Wil +4 Cun +4 Con offense ------ Ignore resists +20% mind defense ------ Resistance +9% darkness Crit Resistance 15.00% other ------- Light +2 Sharp, short and deadly. |
Glitterrazor the steel dagger (108% power, 6 apr) =NATURE PEN= Glitterrazor the steel dagger (108% power, 6 apr) =NATURE PEN=1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 108% 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 +11 nature +12 light While equipped: Stats +3 Str offense ------ Ignore resists +25% nature +10% physical When Hit 4 light defense ------ Resistance +2% physical other ------- Max stamina +30.00 Sharp, short and deadly. |
Searblast the iron dagger (100% power, 5 apr) =+5 MAG= Searblast the iron dagger (100% power, 5 apr) =+5 MAG=1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Damage Against +6% Unnatural While equipped: Stats +2 Str +5 Mag +2 Wil +1 Cun offense ------ Damage +6% fire other ------- Infravision +3 Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% 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 +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 80.22 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
flaming dwarven-steel dagger of crippling (116% power, 7 apr) flaming dwarven-steel dagger of crippling (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 116% 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, radius 1 +5 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Sharp, short and deadly. |
steel dagger 'Gorevengeance' (102% power, 6 apr) =+10 CON= steel dagger 'Gorevengeance' (102% power, 6 apr) =+10 CON=1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 102% 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% While equipped: Stats +10 Con +12 Wil offense ------ Damage +3% nature Accuracy +7 (+2 eff.) When Hit 4 blight defense ------ Defense +7 (+2 eff.) Life +23.00 Disarm Resist +22% other ------- Mana/turn +0.12 Sharp, short and deadly. |
dwarven-steel greatsword (146% power, 2 apr) dwarven-steel greatsword (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Normal] Weapon Damage 147% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
enhanced steel longsword (111% power, 3 apr) =+5 MAG / +4 CON= enhanced steel longsword (111% power, 3 apr) =+5 MAG / +4 CON=3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +6 Cun +4 Con Sharp, long, and deadly. |
Obsidianspitter the ash magestaff (111% power, 3 apr, fire element) Obsidianspitter the ash magestaff (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +6 (+3 eff.) Damage +12% blight +15% fire +6% darkness +6% acid On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Resistance +6% acid Spell save +9 (+9 eff.) other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Boltkill Boltkill1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +20% lightning +10% acid When Hit 6 acid defense ------ Resistance +3% lightning +15% cold Life +47.00 A belt that goes around your waist. |
Cyrowen the Gorebearer =20 NATURE PEN= Cyrowen the Gorebearer =20 NATURE PEN=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) Damage +12% nature +12% cold Ignore resists +25% darkness +20% nature defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
Viperenvy the hardened leather belt =+5 MAG= Viperenvy the hardened leather belt =+5 MAG=1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Ignore Armor +2 On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +8 Defense +5 (+2 eff.) Resistance +3% nature Physical save +12 (+6 eff.) Mind save +8 (+4 eff.) other ------- Stamina/turn +3.00 A belt that goes around your waist. |
Aereldalle (2 def, 0 armour) Aereldalle (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +30 (+14 eff.) When Hit 8 blight 6 arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Defense +2 (+1 eff.) Resistance +7% acid +7% fire +7% cold +5% arcane +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindtide the cashmere cloak (2 def, 0 armour) Blindtide the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +12% lightning Ignore resists +25% darkness +25% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +2 (+1 eff.) Resistance +12% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (7 def, 0 armour) enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +11% darkness +12% temporal Physical save +6 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing cashmere robe of blight (+16%) (0 def, 0 armour) =+6 MAG= focusing cashmere robe of blight (+16%) (0 def, 0 armour) =+6 MAG=2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Damage +16% blight defense ------ Resistance +16% blight +11% all other ------- Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Gasakath' (0 def, 2 armour) =+5 CON= linen robe 'Gasakath' (0 def, 2 armour) =+5 CON=2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Crit +3.0% Damage +7% nature +6% acid On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Armor +2 Resistance +7% all Poison Resist +23% Disease Resist +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour) =+4 MAG= Cinderfeet (3 def, 5 armour) =+4 MAG=2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 31 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 47% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Lightningbender (0 def, 4 armour) =20 STUN= Lightningbender (0 def, 4 armour) =20 STUN=3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ When Hit 6 lightning defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +6% blight Physical save +7 (+4 eff.) Spell save +5 (+5 eff.) Mind save +6 (+3 eff.) Life +20.00 Healmod +10% Pinning Resist +10% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots of massiveness (0 def, 3 armour) =+4 CON= blood-soaked pair of iron boots of massiveness (0 def, 3 armour) =+4 CON=3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Crit +4.0% Physical Power +3 (+2 eff.) Damage +5% physical Ignore Armor +4 defense ------ Armor +3 Fatigue +2% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Amuruichak' (0 def, 3 armour) pair of hardened leather boots 'Amuruichak' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% mind +20% acid On-Hit (Melee): * 10% chance to slow global speed by 44% * 20% chance to reduce all saves and defense by 18 defense ------ Armor +3 Resistance +9% acid +3% cold +12% darkness +6% lightning other ------- Stamina/turn +0.60 Max stamina +23.00 A pair of boots made of leather. |
pair of rough leather boots 'Jetknave' (0 def, 1 armour) =15 OOP= pair of rough leather boots 'Jetknave' (0 def, 1 armour) =15 OOP=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Armor +1 Resistance +3% blight +3% fire Physical save +12 (+6 eff.) Mind save +11 (+6 eff.) Unlife -80.00 life Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Wretchwish (0 def, 1 armour) =NATURE RES PEN= Wretchwish (0 def, 1 armour) =NATURE RES PEN=1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +25% nature +20% fire When Hit 2 acid defense ------ Armor +1 Fatigue +1% Resistance +3% acid +6% fire Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +13.00 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of spellstriking (0 def, 2 armour) =+6 MAG= hardened leather gloves of spellstriking (0 def, 2 armour) =+6 MAG=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +7 (+4 eff.) On-Hit 7 arcane Damage +5% arcane defense ------ Armor +2 Resistance +3% arcane Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 arcane On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the starseeker (0 def, 6 armour) heroic drakeskin leather gloves of the starseeker (0 def, 6 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Mag defense ------ Armor +6 Resistance +6% light +7% darkness Mind save +8 (+4 eff.) Life +47.00 other ------- Infravision +1 Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +16 light +32 darkness On Hit: 10% Battle Shout level 5 Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 45.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourmarrow (0 def, 1 armour) =WATER= Dourmarrow (0 def, 1 armour) =WATER=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +6% acid +6% darkness When Hit 2 acid defense ------ Armor +1 Fatigue +1% Resistance +3% acid +6% cold other ------- Psi when Hit +0.04 Breathe water A cap made of leather. |
Infernoraider (0 def, 4 armour) Infernoraider (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil offense ------ Physical Power +9 (+5 eff.) Damage +3% arcane Ignore resists +10% acid When Hit 6 fire On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Armor +4 Fatigue +4% Resistance +10% physical Physical save +8 (+4 eff.) Spell save +6 (+6 eff.) other ------- Mana-on-crit +2.00 Max mana +20.00 Max vim +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zerutogar (0 def, 4 armour) Zerutogar (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Spellpower +10 (+5 eff.) Damage +9% arcane +6% blight defense ------ Armor +4 Fatigue +4% Resistance +8% nature Spell save +5 (+5 eff.) Life +60.00 Healmod +13% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.08 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 44.3 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glawyn (6 def, 4 armour) =10 OOP= Glawyn (6 def, 4 armour) =10 OOP=9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +5 (+3 eff.) When Hit 2 mind defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +14% blight +12% cold +6% mind +11% darkness Mind save +11 (+6 eff.) Confus Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 A suit of armour made of leather. |
Airumbra the quiver of yew arrows (23/23, 156% power, 10 apr) Airumbra the quiver of yew arrows (23/23, 156% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 23 On-ranged-hit +20 cold +20 nature On-crit, radius 2 +20 lightning On Hit: * 20% chance to slow global speed by 44% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of grasping (24/24, 157% power, 10 apr) barbed quiver of yew arrows of grasping (24/24, 157% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Nature/Master Weapon Damage 158% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 99 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
163 alchemist agate 163 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.0 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. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Stokespar the brass lantern =+4 MAG= Stokespar the brass lantern =+4 MAG=1.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +7 (+4 eff.) Damage +3% cold defense ------ Resistance +30% fire +3% mind +3% cold 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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots of amnesia (22/22, 137% power, 3 apr) pouch of dwarven-steel shots of amnesia (22/22, 137% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 137% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
iron torque of gale force 'Dusktrail' [power 100] (13 cooldown) =+3 CON= iron torque of gale force 'Dusktrail' [power 100] (13 cooldown) =+3 CON=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +15 (+4 eff.) other ------- Stamina/turn +1.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast 'Corruptionblur' [power 110] (13 cooldown) iron torque of mindblast 'Corruptionblur' [power 110] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Spellpower/crit +6 Damage +6% acid +9% nature +6% blight defense ------ Resistance +9% acid other ------- Mana-on-crit +2.00 Max mana +20.00 Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (21 cooldown) iron torque of psionic shield [power 25] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Hellqueen [power 105] (21 cooldown) Hellqueen [power 105] (21 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% arcane +3% fire Ignore resists +20% arcane When Hit 2 arcane On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 110 Armor: 0 All Resist: 3 Puts all charms on 21 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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. |
9 zircon 9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jinshogue the Halfling Rogue level 23
14th Haze 122nd year of Ascendancy at 18:16 see stats
By Jinshogue the Halfling Rogue level 11
3rd Flare 122nd year of Ascendancy at 03:32 see stats
By Jinshogue the Halfling Rogue level 23
18th Haze 122nd year of Ascendancy at 23:51 see stats
By Jinshogue the Halfling Rogue level 10
6th Mirth 122nd year of Ascendancy at 07:09 see stats
By Jinshogue the Halfling Rogue level 20
52nd Dusk 122nd year of Ascendancy at 09:10 see stats
By Jinshogue the Halfling Rogue level 19
48th Dusk 122nd year of Ascendancy at 01:43 see stats
By Jinshogue the Halfling Rogue level 11
1st Dusk 122nd year of Ascendancy at 08:14 see stats
By Jinshogue the Halfling Rogue level 14
8th Dusk 122nd year of Ascendancy at 12:40 see stats
By Jinshogue the Halfling Rogue level 17
30th Dusk 122nd year of Ascendancy at 05:58 see stats
Log
Jinshogue uses Fan of Knives.
Jinshogue's awareness returns to normal.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Bear Trap from Belyma the swarming horror hits Jinshogue for 18 physical damage.
Jinshogue hits Something for damage.
Jinshogue is no longer evading attacks.
You end your Shadow Dance.
Talent Heartseeker is ready to use.
Bear Trap from Belyma the swarming horror hits Jinshogue for 18 physical damage.
Jinshogue uses Venomous Throw.
Jinshogue hits Something for damage.
Jinshogue hits Something for damage.
Talent Assassinate is ready to use.
Bear Trap from Belyma the swarming horror hits Jinshogue for 18 physical damage.
Jinshogue uses Throwing Knives.
Jinshogue hits Something for damage.
Belyma the swarming horror misses Jinshogue.
Belyma the swarming horror misses Jinshogue.
Xeryrimira the swarming horror casts Searing Light.
Xeryrimira the swarming horror's spell attains critical power!
Jinshogue reacts to damage from Xeryrimira the swarming horror, mitigating the blow!.
Jinshogue tries to evade attacks.
Xeryrimira the swarming horror hits Jinshogue for (71 reacted , -5 stam), 177 light (177 total damage).
Talent Stealth is ready to use.
Bear Trap from Belyma the swarming horror hits Jinshogue for 18 physical damage.
Xeryrimira the swarming horror's light area effect hits Jinshogue for 137 light damage.
Jinshogue the level 26 halfling rogue was jerkied to death by Xeryrimira the swarming horror on level 3 of Lake of Nur.
=====================
Damage dealt
=====================
341,802 physical
42,405 light
38,161 nature
18,080 darkness
18,009 blight
3,876 mind
1,820 fire
1,277 lightning
736 cold
583 acid
66 arcane
=====================
Damage taken
=====================
26,331 physical
9,777 fire
6,636 acid
5,035 nature
4,914 mind
4,729 arcane
4,687 lightning
4,405 darkness
4,345 cold
2,382 blight
1,553 light
1,180 temporal