








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Bladebender 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Bladebender |
| Level / Exp | 25 / 76% |
| Size | small |
| Lifes / Deaths | Killed by Cyrathra the elven cultist at level 25 on the 1st Time of Equilibrium 122nd year of Ascendancy at 10:14 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 8.8885096530378 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 61 (base 52) |
| Cunning | 67 (base 55) |
Resources
| Life | -70/624 |
| Psi | 40/111 |
| Healing Factor | 0.52103626943005 |
| Regeneration | 1.6933678756477 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +69.307683079892% |
| Spell | 0% |
| Global | +93.269353736448% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 50 |
| Crit Chance | 37% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 29 |
| Accuracy | 50 |
| Crit Chance | 37% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +27% |
| Blight | +3% |
| Darkness | +15% |
| Mind | +45% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +10% |
| Physical | +15% |
| Mind | +6% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 24 (38.536585365854%) |
| Defense | 69 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 27 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 18%( 70%) |
| Mind | + 22%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 29%( 70%) |
| Lightning | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 25% |
| Pinning Resistance | 100% |
| Disarm Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 181 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 543% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Talent perfection | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| Psionic / Blade bending | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Blade offense | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Blade defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
Effects
| talent | Meditative Focus |
| talent | Skate |
| talent | Project |
| talent | Beyond the Flesh |
| talent | Kinetic Aura |
| beneficial effect | Increases global speed by 13%. Quick |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | The target is in terrible shock and unable to use their weapons. Critically Disarmed |
| beneficial effect | Increases defense by 8. Mobile Defense |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | The target's combat attack and crit chance are improved by 16 and 8%, respectively. Perfect control |
| beneficial effect | You gain 14% resistance against blight. Resolve |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 65.11 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 16 and doing 57.09 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 34 defense. Evasion |
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 |
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 failed to protect the lone alchemist from death by snow giant. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 122. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed wretchling eyeball. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 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
| Psionic focus | steel dagger 'Layydherira' (108% power, 6 apr)Requires: - Cunning 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +12 (+3 eff.) Ranged Defense: +3 (+1 eff.) Disarm immunity: +37% Life regen: +0.60 Sharp, short and deadly. |
| On hands | Dazzleshear (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 acid Changes resistances: +6% acid Changes damage: +4% acid / +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 119, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 11). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 188.60 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Elulrawyn the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight Changes stats: +3 Cun / +3 Wil Changes resistances: +9% temporal Changes damage: +3% blight Mindpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
| On feet | Beliriana (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun Grants telepathy: Dragon Stamina each turn: +0.40 Equilibrium when hit: +0.12 Maximum life: +38.00 Mental crit. chance: +2% Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | iron pickaxe 'Lorentir' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +2 Str / +3 Dex Maximum stamina: +5.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | DelokanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +4 Str / +2 Dex / +5 Con Changes resistances: +9% blight / +5% arcane Cut immunity: +10% Rings can have magical properties. |
| On fingers | AdarinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -6% Changes resistances penetration: +15% physical Maximum encumbrance: +21 Only die when reaching: -20.00 life Maximum stamina: +25.00 Rings can have magical properties. |
| Around neck | stabilizing steel amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
| In main hand | Bleakfoe the dwarven-steel dagger (117% power, 7 apr)Requires: - Cunning 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances penetration: +6% mind / +15% darkness Changes damage: +30% mind Sharp, short and deadly. |
| Around waist | MorningbenderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +18% acid / +12% fire / +9% mind / +6% light Spell save: +6 (+3 eff.) Mental save: +9 (+3 eff.) Cut immunity: +15% Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. |
| In off hand | Unroblek the dwarven-steel dagger (117% power, 7 apr)Requires: - Cunning 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to daze at end of turn When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +5% lightning Changes damage: +15% mind Grants telepathy: Humanoid/Orc Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Sharp, short and deadly. |
| Cloak | Poloma (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +8 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Dex / +4 Wil / +2 Cun Reduces incoming crit damage: 10.00% See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Morninghue (2 def, 4 armour)Requires: - Willpower 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +17% lightning / +6% fire Changes resistances penetration: +10% light Changes damage: +9% light Light radius: +3 A suit of armour made of leather. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (536% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 536% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune (638% regen over 10 turns; 32 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 638% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (394.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 394.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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 ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent mastery: +0.20 Psionic / Blade offense Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 30 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite greatmaul (163% power, 3 apr) Requires: - Willpower 35 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Massive two-handed mauls. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Hellwish' (3 def, 6 armour)Requires: - Willpower 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Changes stats: +2 Cun / +1 Wil Changes resistances: +7% mind Changes resistances penetration: +20% fire Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +13 (+4 eff.) Mindpower: +6 (+2 eff.) A suit of armour made of leather. |
Bogshine the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +7% lightning / +6% temporal / +3% mind Changes damage: +3% nature A belt that goes around your waist. |
GloomrainInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +10% mind Changes damage: +12% mind / +12% darkness A belt that goes around your waist. |
skylord's hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Dex / +6 Wil / +4 Cun Physical save: +13 (+8 eff.) Spell save: +13 (+7 eff.) Mental save: +20 (+7 eff.) Maximum life: +59.00 A belt that goes around your waist. |
linen cloak 'Adurethra' (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Fatigue: -4% Changes stats: +1 Dex / +2 Cun / +1 Con Changes resistances: +10% cold Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salereta the Glitterpiety (12 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+3 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +15% light Light radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Aeredunaran' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +4 Cun Changes resistances: +6% lightning / +12% temporal / +5% arcane Equilibrium when hit: +0.08 A pair of boots made of leather. |
Isita (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Wil Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% temporal Critical mult.: +5.00% Mindpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Strikestone (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 fire Changes resistances: +3% lightning / +6% fire / +6% cold Changes resistances penetration: +10% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)Requires: - Cunning 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tuliruirig the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +3 Str / +2 Con Changes resistances: +3% acid / +3% temporal / +5% arcane Confusion immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.07 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
grounding linen wizard hat of the mountain (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +5% temporal / +11% physical Changes damage: +11% physical A pointy cloth hat, very wizardly... |
linen wizard hat 'Bokeharabar' (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +1 (+0 eff.) Changes stats: +6 Str Changes resistances: +5% lightning / +5% temporal Life regen: +0.40 A pointy cloth hat, very wizardly... |
linen wizard hat 'Velolle' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun Changes resistances: +15% nature Changes damage: +10% nature Grants telepathy: Humanoid/Orc Equilibrium when hit: +0.08 Maximum hate: +4.00 A pointy cloth hat, very wizardly... |
Lelutir the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag Critical mult.: +5.00% Spell save: +6 (+3 eff.) Infravision radius: +2 A cap made of leather. |
Runithad (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -1% Damage when hit (Melee): 8 blight Changes stats: +4 Con / +3 Wil Grants telepathy: Demon/Minor Demon/Major A cap made of leather. |
Strikelore (7 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +7 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% lightning Physical save: +15 (+9 eff.) Psi each turn: +0.13 Maximum life: +20.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
Fireguile (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +3 Con Changes resistances: +12% fire Changes damage: +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xarith (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 12 mind Changes stats: +3 Str / +6 Wil Equilibrium when hit: +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Willpower 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+7 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
273 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
LisigattaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% mind / +6% fire Mental save: +16 (+5 eff.) Blindness immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Light radius: +2 See stealth: +7 See invisible: +6 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. |
WretchidolInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% mind / +12% nature Changes resistances penetration: +5% nature Changes damage: +12% nature Maximum life: +41.00 Light radius: +2 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
alchemist's lamp 'Shimmerbreeze'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning / 16 mind Changes stats: +4 Con Changes resistances: +10% blight / +12% mind Changes damage: +18% mind Life regen: +4.40 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (118 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Brek the Halfling Bladebender level 24
69th Dusk 122nd year of Ascendancy at 12:09 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brek the Halfling Bladebender level 19
35th Dusk 122nd year of Ascendancy at 17:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Brek the Halfling Bladebender level 18
22nd Dusk 122nd year of Ascendancy at 03:49 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brek the Halfling Bladebender level 18
17th Dusk 122nd year of Ascendancy at 06:59 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Brek the Halfling Bladebender level 10
6th Mirth 122nd year of Ascendancy at 21:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Brek the Halfling Bladebender level 20
45th Dusk 122nd year of Ascendancy at 07:53 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brek the Halfling Bladebender level 19
23rd Dusk 122nd year of Ascendancy at 20:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Brek the Halfling Bladebender level 6
79th Pyre 122nd year of Ascendancy at 04:41 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Brek the Halfling Bladebender level 20
45th Dusk 122nd year of Ascendancy at 17:55 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Brek the Halfling Bladebender level 15
7th Dusk 122nd year of Ascendancy at 05:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brek the Halfling Bladebender level 16
9th Dusk 122nd year of Ascendancy at 06:54 see stats
Log
Elven blood mage casts Blood Boil.
Brek blocks a fatal blow at the last moment!
Brek becomes invulnerable!
Brek is critically disarmed!
Brek is invigorated by the attack!
Brek slows down.
Brek is invigorated by the attack!
Brek's mind surges with critical power!
Brek is invigorated by the attack!
Brek stops regenerating health quickly.
Decrepitude Disease from Elven cultist hits Brek for 0 blight damage.
Elven blood mage hits Brek for (41 to blades), 0 blight (0 total damage).
Impending Doom from Cyrathra the elven cultist hits Brek for 0 arcane damage.
Weakness Disease from Elven cultist hits Elven blood mage for 75 blight damage.
Brek is invigorated by the attack!
Brek is invigorated by the attack!
Brek slows down.
Brek becomes vulnerable again.
Talent Vitality is ready to use.
Decrepitude Disease from Elven cultist hits Brek for 0 blight damage.
Impending Doom from Cyrathra the elven cultist hits Brek for 0 arcane damage.
Brek uses Quick as Thought.
Brek speeds up.
Saving game...














































































