











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | 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. Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.0Combines 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: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 11 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Adema the cutpurse at level 11 on the 1st Profit 122nd year of Ascendancy at 02:40 / 1 |
Primary Stats
| Strength | 29 (base 25) |
| Dexterity | 6.1914107251743 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 58 (base 33) |
| Cunning | 12 (base 10) |
Resources
| Life | -1/493 |
| Equilibrium | 43 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 9.0214447076912 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 23 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 6% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Fire | +5% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 30.455858195982 (73.452380952381%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 8 |
| Physical Save | 21 |
| Spell Save | 24 |
| Mental Save | 31 |
Defense: Resistances
| Lightning | + 1%( 70%) |
| Acid | + 3%( 70%) |
| Darkness | + 3%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 23%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower stat. |
| 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: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| detrimental effect | The target is hexed, granting it 18% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 5 and doing 18.31 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You 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 |
Equipment
| On feet | [vs. Dournail (0 def, 1 armour) (On feet)]Dournail (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Changes stats: +1(-) Wil Changes resistances: +3%(-) darkness / +9%(-) cold Changes resistances penetration: +10%(-) darkness Maximum encumbrance: +21 (-) Physical save: +6 (+4 eff.) (-) A pair of boots made of leather. |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]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.) (-) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10(-) fire Damage conversion: 100%(-) fire 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 49.63 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. |
| On head | [vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]rough leather cap 'Getidrarek' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Changes stats: +7(-) Wil Infravision radius: +1 (-) A cap made of leather. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 5 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Lustreimmortal the copper ring (On fingers, 1 of 2)]Lustreimmortal the copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+3 eff.) (-) Hate when firing a critical mind attack: +4.00 (-) Maximum hate: +2.00 (-) Mindpower: +5 (+3 eff.) (-) Light radius: +2 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Lustreimmortal the copper ring (On fingers, 1 of 2)]psionicist's steel ring of arcana (+0.10/turn) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Mental save: +6 (+3 eff.) (-) Silence immunity: +20% Mana each turn: +0.10 Hate when firing a critical mind attack: +0.00 (-4.00) Maximum hate: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices |
| Main armor | [vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]rejuvenating iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +15%(-) fire Life regen: +2.00 (-) Stamina each turn: +0.50 (-) A suit of armour made of mail. |
| In main hand | [vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]arcing steel greatsword of paradox (20-32 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9(-) temporal When wielded/worn: Changes resistances: +12%(-) temporal Massive two-handed swords. |
| Cloak | [vs. thick linen cloak of protection (1 def, 6 armour) (Cloak)]thick linen cloak of protection (1 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold Spell save: +5 (+3 eff.) (-) Mental save: +5 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. Islulle the brass lantern (Light source)]Islulle the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Physical power: +5 (+2 eff.) (-) Defense: +10 (+10 eff.) (-) Changes stats: +3(-) Dex Changes resistances: +1%(-) physical Light radius: +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. |
Inventory
[vs. Lustreimmortal the copper ring (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +2 Mag Spell save: +4 (+2 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Hate when firing a critical mind attack: +0.00 (-4.00) Maximum hate: +0.00 (-2.00) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +0 (-2) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron battleaxe (13-19.5 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5(-7.0 - -12.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal When wielded/worn: Changes resistances: +0%(-12%) temporal Massive two-handed battleaxes. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]iron battleaxe (13-19.5 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5(-7.0 - -12.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal When wielded/worn: Changes resistances: +0%(-12%) temporal Massive two-handed battleaxes. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron greatsword of paradox (16.5-26.4 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4(-3.5 - -5.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7(-2) temporal When wielded/worn: Changes resistances: +9%(-3%) temporal Massive two-handed swords. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron mace of dampening (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4(-9.0 - -16.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal When wielded/worn: Changes resistances: +7% acid / +0%(-12%) temporal / +8% lightning / +8% cold / +8% fire / +2% all Spell save: +6 (+3 eff.) Blunt and deadly. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-5.0 - -12.5) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 (+23) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-9) temporal When wielded/worn: Accuracy: +20 (+10 eff.) Changes resistances: +0%(-12%) temporal Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. thought-forged iron dagger (9.5-12.35 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4(-10.5 - -19.6) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) On weapon hit: * 11% chance to reduce all saves and defense by 25 - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 mind / +0(-9) temporal When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances: +0%(-12%) temporal Sharp, short and deadly. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. hateful steel dagger of erosion (12-15.6 power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-8.0 - -16.4) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (+4) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal / +7 nature / +9 darkness Damage against: +6% Living When wielded/worn: Changes resistances: +0%(-12%) temporal Sharp, short and deadly. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]blooming mossy mindstar (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-17.0 - -28.7) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal When wielded/worn: Changes resistances: +0%(-12%) temporal Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steady rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +6 On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +2.0% Changes resistances: +0%(-12%) temporal Slings are used to hurl stones or metal shots at your foes. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Blastbreeze Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +0(-9) temporal Damage (Ranged): +7 acid Damage (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Effects on ranged hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +0%(-12%) temporal Changes resistances penetration: +15% blight / +5% all Changes damage: +11% acid / +3% blight Slings are used to hurl stones or metal shots at your foes. |
[vs. arcing steel greatsword of paradox (20-32 power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. strafer's iron steamgun of dampening Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (+1) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +6 On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 15 damage Travel speed: +600% Damage (Melee): +0(-9) temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+3 eff.) Changes resistances: +7% acid / +0%(-12%) temporal / +7% lightning / +8% cold / +7% fire / +3% all Talent cooldown: Strafe (-2 turns) Spell save: +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of accuracy (15/18, 18-21.6 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+5 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level.reinforced iron shield (0 def, 3 armour, 9.5-11.4 power, 43 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +43 When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield of cold resistance (+17%) (0 def, 4 armour, 11-13.2 power, 43 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing rough leather armour (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) Changes resistances: +11% blight / +0%(-15%) fire / +11% nature Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of spell shielding (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +6% (-6%) Changes resistances: +6% arcane / +0%(-15%) fire / +11% light / +12% darkness Spell save: +12 (+6 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour 'Nerewyn' (10 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 (-) Defense: +10 (+7 eff.) (+8 (+5 eff.)) Fatigue: +7% (-5%) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +4 Str / +4 Dex Changes resistances: +5% physical / +3% nature / +0%(-15%) fire Critical mult.: +11.00% Physical save: +18 (+9 eff.) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic cured leather armour (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +6 (+5 eff.) (+4 (+3 eff.)) Fatigue: +7% (-5%) Changes resistances: +0%(-15%) fire / +11% light / +10% darkness Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of leather. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable iron mail armour of acid resistance (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 (+6) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +15% acid / +0%(-15%) fire Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of mail. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +0%(-15%) fire Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of mail. |
[vs. rejuvenating iron mail armour of fire resistance (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel mail armour of temporal resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (+2) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +0%(-15%) fire / +19% temporal Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Lelotir the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +4 Cun Changes resistances: +6% fire / +6% cold Maximum stamina: +30.00 Maximum psi: +20.00 Mental crit. chance: +1% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.rough leather belt 'Bysin' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +5% arcane Changes damage: +9% blight Mental save: +6 (+3 eff.) Spell crit. chance: +2% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
[vs. Dournail (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (+5%) Changes stats: +0(-1) Wil Changes resistances: +6% lightning / +5% temporal / +0%(-3%) darkness / +0%(-9%) cold Changes resistances penetration: +0%(-10%) darkness Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-6 (-4 eff.)) A pair of boots made of leather. |
[vs. Dournail (0 def, 1 armour) (On feet)]traveler's pair of iron boots of speed (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: -2% (+3%) Changes stats: +0(-1) Wil Changes resistances: +0%(-3%) darkness / +0%(-9%) cold Changes resistances penetration: +0%(-10%) darkness Maximum encumbrance: +21 (-) Physical save: +5 (+4 eff.) (-1 (+0 eff.)) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-2) Changes stats: +4(+2) Cun / +4(+1) Wil Changes resistances: +10% nature / +0%(-10%) fire Changes damage: +5% nature / +0%(-5%) fire Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) (-) When used to modify unarmed attacks: Base power: 7.0 - 7.7(+1.0 - +1.1) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +4.0% (+3.0%) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). When this weapon hits: Slime Spit (35% chance level 1). Damage (Melee): +0(-10) fire Damage conversion: 0%(-100%) fire These gloves are coated with a thick, green liquid. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. polar rough leather gloves of dexterity (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 (-1) Damage (Melee): 5 cold Changes stats: +2 Dex / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire / +5% cold Changes damage: +0%(-5%) fire / +3% cold Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) When used to modify unarmed attacks: Base power: 7.5 - 8.3(+1.5 - +1.6) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 (-6) Crit. chance: +6.0% (+5.0%) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). When this weapon hits: Ice Breath (10% chance level 1). Damage (Melee): +0(-10) fire Damage (radius 2) on crit: +6 ice Damage conversion: 0%(-100%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. sand rough leather gloves of strength (+2) (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 (+4) Damage (Melee): 6 physical Changes stats: +2 Str / +0(-2) Cun / +0(-3) Wil Changes resistances: +0%(-10%) fire Changes damage: +0%(-5%) fire / +4% physical Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) When used to modify unarmed attacks: Base power: 11.5 - 12.7(+5.5 - +6.0) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-6) Crit. chance: +1.0% (-) Attack speed: 100% (-) When this weapon hits: Flamespit (30% chance level 3). When this weapon hits: Sand Breath (10% chance level 1). Damage (Melee): +0(-10) fire Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +6 physical Damage conversion: 0%(-100%) fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. Salarin the rough leather cap (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +6 Str / +3(-4) Wil / +2 Cun Psi when hit: +0.08 Mindpower: +3 (+1 eff.) Light radius: +2 Infravision radius: +0 (-1) A cap made of leather. |
[vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. grounding rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +0(-7) Wil Changes resistances: +5% lightning / +5% temporal Infravision radius: +0 (-1) A cap made of leather. |
[vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap 'Barkcrypt' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +0(-7) Wil / +3 Con Changes resistances: +3% light / +6% darkness / +6% nature Changes damage: +6% nature Light radius: +1 Infravision radius: +0 (-1) A cap made of leather. |
[vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. iron helm 'Ce'Nithra' (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+4%) Changes stats: +1 Dex / +2(-5) Wil / +2 Cun / +1 Con Changes resistances: +6% lightning / +6% fire / +5% arcane / +6% nature Mindpower: +3 (+1 eff.) Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. rough leather cap 'Getidrarek' (0 def, 3 armour) (On head)]iron helm of constitution (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+4%) Changes stats: +0(-7) Wil / +3 Con Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
2 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
[vs. Islulle the brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Changes stats: +0(-3) Dex Changes resistances: +0%(-1%) physical Light radius: +3 (-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. |
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) Activation costs 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 Activation costs 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]elm wand of shielding 'Lisigarin' [power 110] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Changes resistances: +3% lightning / +3% temporal / +5% arcane / +9% darkness Trap disarming bonus: +0 (-5) Spell save: +3 (+1 eff.) It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Prox's Lucky Halfling Foot (Tool)]evasive elm wand of shielding [power 110] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Cathblade Beridan the Dwarf Wyrmic level 10
2nd Acquisition 122nd year of Ascendancy at 15:20 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Cathblade Beridan the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 14:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Cathblade Beridan the Dwarf Wyrmic level 10
2nd Acquisition 122nd year of Ascendancy at 15:35 see stats
Log
Cathblade Beridan shrugs off some effects!
Cathblade Beridan is not dazed anymore.
Cathblade Beridan is dazed!
Cathblade Beridan is not dazed anymore.
Decrepitude Disease from Adema the cutpurse hits Cathblade Beridan for 15 blight damage.
Dissolve is still on cooldown for 5 turns.
Cathblade Beridan uses Devouring Flame.
Cathblade Beridan receives 2 healing from Something.
Cathblade Beridan gains 0% of a turn from Ancestral Life.
Decrepitude Disease from Adema the cutpurse hits Cathblade Beridan for 14 blight damage.
Adema the cutpurse casts Blood Spray.
Adema the cutpurse hits Cathblade Beridan for 33 blight damage.
Cathblade Beridan feels pain again.
Talent Prismatic Slash is ready to use.
Decrepitude Disease from Adema the cutpurse hits Cathblade Beridan for 14 blight damage.
Talent Infusion: Regeneration is ready to use.
Decrepitude Disease from Adema the cutpurse hits Cathblade Beridan for 16 blight damage.
Cathblade Beridan receives 2 healing from Something.
Cathblade Beridan gains 0% of a turn from Ancestral Life.
Talent Infusion: Healing is ready to use.
Decrepitude Disease from Adema the cutpurse hits Cathblade Beridan for 12 blight damage.
Cathblade Beridan the level 11 dwarf wyrmic was diseased to death by Adema the cutpurse on level 1 of Ruins of Kor'Pul.
Cathblade Beridan deactivates Icy Skin.
Cathblade Beridan is free from the decrepitude disease.
Cathblade Beridan is free from the hex.
































































































