Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 19 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Ivenn the gloomy fox at level 19 on the 70th Dusk 122nd year of Ascendancy at 07:42 / 1 |
Primary Stats
| Strength | 33 (base 13) |
| Dexterity | 46 (base 34) |
| Constitution | 28 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 43 (base 38) |
Resources
| Life | -64/443 |
| Mana | 0/243 |
| Stamina | 77/142 |
| Healing Factor | 1 |
| Regeneration | 1.85 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +127.62976122938% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 74 |
| Accuracy | 48 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 0.60 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.55 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (46.071428571429%) |
| Defense | 27.231104115175 |
| Ranged Defense | 27.231104115175 |
| Fatigue | 0 |
| Physical Save | 28.675 |
| Spell Save | 16.2 |
| Mental Save | 32 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Disarm Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 478% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 175 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
| beneficial effect | Increases global action speed by 28%. Reflexive Dodging |
| detrimental effect | Baroliar is writhing in agony, suffering from 4 to 18 damage over 5 turns. Agony |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Reduces arcane damage received by 12%. Premonition Shield |
| beneficial effect | The target is recovering 19 life each turn. Recovery |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| detrimental effect | The target's mind is being tormented, causing 5 apparitions to manifest and attack the target, inflicting 25 mind damage each before disappearing. Tormented |
| beneficial effect | Reduces physical damage received by 15% and provides 8% chances to ignore critial hits. Juggernaut |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Ivadanor the wolf. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 |
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. | 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 |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 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. |
| On hands | Bethaldana the hardened leather gloves (0 def, 2 armour) =4 str 3 dex 3 con= Bethaldana the hardened leather gloves (0 def, 2 armour) =4 str 3 dex 3 con=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 Physical power: +11 Armour: +2 Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +6% temporal Physical save: +10 Spell save: +5 Mental save: +5 When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +12 physical / +4 temporal Burst (radius 2) on crit: +4 temporal It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides 17% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | insulating linen wizard hat of lightning (+18%) (1 def, 0 armour) insulating linen wizard hat of lightning (+18%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +18% lightning / +6% fire / +6% cold Changes damage: +12% lightning A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Daimudebar' (dig speed 38 turns) =2 str 1 dex= iron pickaxe 'Daimudebar' (dig speed 38 turns) =2 str 1 dex=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +1 Dex Changes resistances: +5% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Yvolemitta the Crackleblack Yvolemitta the CrackleblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% lightning Physical save: +6 Stun/Freeze immunity: +32% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Bregydan the steel ring Bregydan the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Stun/Freeze immunity: +23% Life regen: +0.80 Stamina each turn: +0.40 Rings can have magical properties. |
| Around neck | steel amulet 'Ividhewe' =4 dex 1 cun 2 wil= steel amulet 'Ividhewe' =4 dex 1 cun 2 wil=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +2 Wil / +1 Cun Stamina each turn: +0.40 Amulets can have magical properties. |
| Main armor | Filthqueen the woollen robe (0 def, 0 armour) =5 wil 5 mag= Filthqueen the woollen robe (0 def, 0 armour) =5 wil 5 mag=Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +5 Wil / +5 Mag Changes damage: +3% nature Mana each turn: +0.15 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Deladolerin DeladolerinInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes resistances: +3% light Mental save: +6 Light radius: +2 See stealth: +6 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. |
| Cloak | thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Armour: +6 Defense: +1 Fatigue: -2% Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Zeralar ZeralarPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Mental save: +12 Disarm immunity: +5% Only die when reaching: -60.00 life Spellpower: +3 A belt that goes around your waist. |
Inventory
regeneration infusion of the duelist (heal 293 over 5 turns) regeneration infusion of the duelist (heal 293 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Dexterity 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. |
regeneration infusion of the wizard (heal 244 over 5 turns) regeneration infusion of the wizard (heal 244 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Magic 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. |
sun infusion of the psychic (rad 5; power 41; turns 5; dispells darkness) sun infusion of the psychic (rad 5; power 41; turns 5; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 21). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 41) for 5 turns. Its effects scale with your Willpower 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. |
sun infusion of the sneak (rad 6; power 74; turns 3; dispells darkness) sun infusion of the sneak (rad 6; power 74; turns 3; dispells darkness)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 37). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 74) for 3 turns. 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. |
sun infusion of the warrior (rad 6; power 61; turns 4; dispells darkness) sun infusion of the warrior (rad 6; power 61; turns 4; dispells darkness)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 61) for 4 turns. Its effects scale with your Strength 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. |
wild infusion of the sneak (resist 14%; cure magical) wild infusion of the sneak (resist 14%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 4 turns. 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. |
wild infusion of the warrior (resist 13%; cure magical) wild infusion of the warrior (resist 13%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 13% for 5 turns. Its effects scale with your Strength 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. |
heat beam rune of the duelist (181 fire damage) heat beam rune of the duelist (181 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 180.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. 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. |
phase door rune of the wizard (range 6; power 19; dur 5) phase door rune of the wizard (range 6; power 19; dur 5)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: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. 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. |
teleportation rune (range 32) teleportation rune (range 32)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. 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. |
teleportation rune of the psychic (range 49) teleportation rune of the psychic (range 49)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Willpower stat. 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. |
vision rune of the sneak (radius 8; dur 14; see humanoid) vision rune of the sneak (radius 8; dur 14; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 19) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any humanoid around. Its effects scale with your Cunning stat. 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. |
Durinaridor the steel amulet Durinaridor the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% nature Talent mastery: +0.18 Technique / Grappling Physical save: +9 Disarm immunity: +10% Teleport immunity: +5% Amulets can have magical properties. |
restful steel amulet of strength (+4) =4 str= restful steel amulet of strength (+4) =4 str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Str Life regen: +1.50 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of magic (+3) =3 mag= steel amulet of magic (+3) =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Deloregomnir the steel ring =6 dex= Deloregomnir the steel ring =6 dex=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +24 Changes stats: +6 Dex Changes resistances: +12% darkness / +24% cold Changes damage: +12% cold Spell save: +3 Rings can have magical properties. |
Haradobar the steel ring Haradobar the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -4% Damage when hit (Melee): 4 physical Physical save: +6 Spell save: +9 Mental save: +6 Only die when reaching: -40.00 life Rings can have magical properties. |
copper ring 'Baliruiromizor' =1 str 3 mag 3 cun= copper ring 'Baliruiromizor' =1 str 3 mag 3 cun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Mag / +3 Cun Critical mult.: +6.00% Spellpower: +6 Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings can have magical properties. |
rogue's steel ring of clarity =4 cun= rogue's steel ring of clarity =4 cun=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Mental save: +8 Confusion immunity: +22% Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Kindleroar' =4 con= steel ring 'Kindleroar' =4 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +9% temporal / +6% fire Physical save: +8 Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Spellpower: +7 Mindpower: +6 Rings can have magical properties. |
warbringer's steel battleaxe of dampening (21.5-32.25 power, 2 apr) =3 con= warbringer's steel battleaxe of dampening (21.5-32.25 power, 2 apr) =3 con=Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.5 - 32.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +10 Changes stats: +3 Con Changes resistances: +12% acid / +12% fire / +13% cold / +10% lightning Changes resistances penetration: +9% physical Spell save: +9 Disarm immunity: +14% Massive two-handed battleaxes. |
Emeluyanor (16.5-21.45 power, 6 apr) =2 mag= Emeluyanor (16.5-21.45 power, 6 apr) =2 mag=Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag Spell save: +6 Sharp, short and deadly. |
Mayunor the Tempestmire (16.5-21.45 power, 6 apr) =2 dex= Mayunor the Tempestmire (16.5-21.45 power, 6 apr) =2 dex=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 5% chance to disease Damage (Melee): +5 blight When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +5% lightning Disease immunity: +8% Sharp, short and deadly. |
Ulyfang (11.5-14.95 power, 6 apr) =2 wil= Ulyfang (11.5-14.95 power, 6 apr) =2 wil=Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to disease Damage (Melee): +9 blight / +4 mind When wielded/worn: Changes stats: +2 Wil Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr) =4 cun 4 mag= Umbral Razor (25-32.5 power, 10 apr) =4 cun 4 mag=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 62.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Hurykalthodir' (11.5-14.95 power, 6 apr) =2 mag= steel dagger 'Hurykalthodir' (11.5-14.95 power, 6 apr) =2 mag=Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +6 mind / +4 arcane When wielded/worn: Changes stats: +2 Mag It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Ketir =3 str= Ketir =3 str=Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +9 Changes stats: +3 Str Changes resistances: +6% acid Changes resistances penetration: +10% acid Changes damage: +21% acid Longbows are used to shoot arrows at your foes. |
Aryrador the vined mindstar (4.5-4.95 power, 18 apr, nature damage) =1 wil= Aryrador the vined mindstar (4.5-4.95 power, 18 apr, nature damage) =1 wil=Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Damage when hit (Melee): 6 fire Changes stats: +1 Wil Changes resistances: +5% fire Changes resistances penetration: +5% fire Changes damage: +5% fire / +3% nature / +6% arcane Life regen: +0.60 Vim when firing critical spell: +1.00 Maximum life: +10.00 Maximum hate: +6.00 Mindpower: +2 Mental crit. chance: +2% Global speed: +1% 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. |
Brenorion the steel waraxe (13-18.2 power, 3 apr) =1 str 2 wil 2 cun= Brenorion the steel waraxe (13-18.2 power, 3 apr) =1 str 2 wil 2 cun=Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to cause random insanity Damage (Melee): +7 mind When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str / +2 Wil / +2 Cun Healing mod.: +15% One-handed war axes. |
Rotreaper the rough leather belt =size= Rotreaper the rough leather belt =size=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Spell save: +7 Size category: +1 A belt that goes around your waist. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Stealth bonus: +6 A belt that goes around your waist. |
Gyldarath (1 def, 0 armour) =2 str 2 con= Gyldarath (1 def, 0 armour) =2 str 2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgogrim the Prismimmortal (1 def, 0 armour) =2 wil 1 mag= Relgogrim the Prismimmortal (1 def, 0 armour) =2 wil 1 mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil / +1 Mag Changes resistances: +9% acid / +3% fire Changes damage: +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe of life (0 def, 0 armour) =5 str 5 mag 5 wil= stormwoven woollen robe of life (0 def, 0 armour) =5 str 5 mag 5 wil=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +5% cold / +7% blight Changes damage: +5% lightning / +8% physical / +5% cold Life regen: +2.10 Maximum life: +40.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsespire the pair of iron boots (0 def, 3 armour) =2 cun 2 con= Eclipsespire the pair of iron boots (0 def, 3 armour) =2 cun 2 con=Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 darkness Changes stats: +2 Cun / +2 Con Critical mult.: +10.00% Physical save: +11 Mental save: +12 Maximum mana: +20.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galewarden (3 def, 1 armour) =10 manaburn= Galewarden (3 def, 1 armour) =10 manaburn=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 12 lightning Changes resistances: +6% nature / +3% blight A pair of boots made of leather. |
pair of rough leather boots 'Fulafast' (0 def, 1 armour) =1 mag= pair of rough leather boots 'Fulafast' (0 def, 1 armour) =1 mag=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +1 Mag Changes resistances: +6% acid Changes resistances penetration: +5% blight / +10% acid Maximum encumbrance: +20 Physical save: +5 A pair of boots made of leather. |
restful iron gauntlets of magic (+3) (0 def, 1 armour) =3 mag= restful iron gauntlets of magic (+3) (0 def, 1 armour) =3 mag=Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of strength (+3) (0 def, 1 armour) =3 str= restful rough leather gloves of strength (+3) (0 def, 1 armour) =3 str=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 10.0 - 11.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getoyahell (1 def, 0 armour) =2 str 1 con= Getoyahell (1 def, 0 armour) =2 str 1 con=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Changes damage: +11% arcane Reduces incoming crit damage: 10.00% Maximum encumbrance: +10 Maximum mana: +15.00 A pointy cloth hat, very wizardly... |
Lisawyn the linen wizard hat (1 def, 0 armour) =2 con= Lisawyn the linen wizard hat (1 def, 0 armour) =2 con=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 Changes stats: +2 Con Changes resistances: +11% blight Changes damage: +11% blight Healing mod.: +10% A pointy cloth hat, very wizardly... |
rough leather cap of strength (+3) (0 def, 1 armour) =3 str= rough leather cap of strength (+3) (0 def, 1 armour) =3 str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour) =3 wil= stabilizing linen wizard hat (1 def, 0 armour) =3 wil=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Physical save: +6 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) =3 con= stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +11 A cap made of leather. |
cured leather armour 'Flashbone' (2 def, 4 armour) cured leather armour 'Flashbone' (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +4 Cun / +3 Wil Changes resistances: +10% darkness / +11% light / +3% mind / +6% arcane Changes resistances penetration: +5% mind / +10% fire Spell save: +12 Mental save: +11 A suit of armour made of leather. |
4 agate 4 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 Gems can be sold for money or used in arcane rituals. |
155 alchemist agate 155 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. |
3 aquamarine 3 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 Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Ce'Nyna' (dig speed 19 turns) iron pickaxe 'Ce'Nyna' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Mental save: +9 Disease immunity: +10% Silence immunity: +5% Stun/Freeze immunity: +10% Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Zubiwen =4 wil 2 mag= Zubiwen =4 wil 2 mag=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +2 Mag Changes damage: +6% mind Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Maximum psi: +10.00 Light radius: +2 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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, 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. |
Transmogrification Chest 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. |
2 amethyst 2 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% Gems can be sold for money or used in arcane rituals. |
supercharged yew wand of clairvoyance [power 13] (23/9 cooldown) supercharged yew wand of clairvoyance [power 13] (23/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 13), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Baroliar the Cornac Brawler level 17
59th Dusk 122nd year of Ascendancy at 05:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Baroliar the Cornac Brawler level 10
15th Dusk 122nd year of Ascendancy at 23:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Baroliar the Cornac Brawler level 11
16th Dusk 122nd year of Ascendancy at 18:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Baroliar the Cornac Brawler level 7
2nd Summertide 122nd year of Ascendancy at 20:41 see stats
Log
Baroliar is moving freely.
Baroliar prepares for the next kill!.
Ivenn the gloomy fox uses Mana Clash.
Baroliar casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
You twist your body in complex ways mitigating the blow by 17.
Baroliar deactivates Premonition.
Baroliar slows down.
Ivenn the gloomy fox hits Baroliar for (10 resist armour), 75 arcane (75 total damage).
Betosewe the gloomy honey tree uses Summon.
Betoldana the sick war bear uses Reproach.
Baroliar is tormented by a vision!
Tormentor hits Baroliar for (10 resist armour), 15 mind (15 total damage).
Ivenn the gloomy fox rushes out, claws sharp and ready!
Gloomy great wolf uses Agony.
Baroliar resists the mind attack!
Baroliar speeds up.
Poison from Betosewe the gloomy honey tree hits Baroliar for (10 resist armour), 66 nature (66 total damage).
Agony from Gloomy great wolf hits Baroliar for (2 resist armour), 0 mind (0 total damage).
Baroliar receives 19 healing.
Sick white wolf uses Agony.
Betoldana the sick war bear uses Reproach.
Baroliar shrugs off the effect 'Poison'!
Baroliar stops being poisoned.
Shadow hits Baroliar for (10 resist armour), 10 physical (10 total damage).
Ivenn the gloomy fox uses Slime Spit.
Baroliar speeds up.
You twist your body in complex ways mitigating the blow by 22.
Saving game...
