












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Skirmisher |
| Level / Exp | 26 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Silamiwe the skeleton magus at level 26 on the 75th Haze 122nd year of Ascendancy at 17:11 5 / 1 |
Primary Stats
| Strength | 22 (base 18) |
| Dexterity | 57 (base 44) |
| Constitution | 13 (base 10) |
| Magic | 50 (base 35) |
| Willpower | 26 (base 14) |
| Cunning | 51 (base 29) |
Resources
| Life | 584/584 |
| Stamina | 235/235 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 4.370429279809 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 37.953047061531 |
| See Invisible | 37.953047061531 |
Offense: Mainhand
| Damage | 156 |
| Accuracy | 54 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +9% |
| Mind | +9% |
| Nature | +21% |
| Physical | +5% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +32% |
| Acid | +25% |
| Nature | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 55.624413157453 (57.162788593966%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 23 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 38%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 26%( 70%) |
| Mind | + 21%( 70%) |
| Nature | + 61%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 13% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 14% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.46 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | Increases defense by 13. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by ritch flamespitter. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Wildwreck' (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Mag +2 Wil dps ---------- Res.pen +15% nature Melee Ret 4 nature 8 fire ----- def ----- Armour +5 Fatigue -7% Resists +12% nature Phys.save +10 (+5 eff.) ---------- misc Max.enc +37 A pair of boots made of leather. |
| Quiver | Aerigolin the pouch of voratun shots (23/23, 64-77 power, 10 apr)3.0 T5 shot ammo [Rare] Master Power 64.0 - 76.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +10 Crit +18.0% Capacity 23 Proj.spd +200% Ranged+ +16 acid On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
| Light source | Floepierce the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +18% acid +21% cold ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Strikenull the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +6 Dex +3 Mag +5 Wil +2 Cun +2 Con dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Phys.save +11 (+6 eff.) Mind.save +5 (+2 eff.) ---------- misc Infravis +1 A cap made of leather. |
| On hands | voratun gauntlets 'Ce'Nodhevena' (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +6% mind Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +3% mind +9% darkness HP.reg +4.00 Disease- +10% Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 7 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | quick ash totem of healing [power 152] (10 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Glorutha0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +20.00% ----- def ----- Defense +30 (+8 eff.) Resists +9% nature +9% blight Poison- +14% Disease- +14% Rings make your fingers look great! |
| On fingers | Emelyssra the Glintoblivion0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Mag dps ---------- Dmg.mod +9% light Res.pen +25% physical Apr +2 ----- def ----- Armour +10 Resists +9% light ---------- misc Infravis +2 Rings make your fingers look great! |
| Around neck | mindweaver's gold amulet of mastery (0.16 Technique / Buckler Training)0.1 T3 amulet jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +13% ---------- misc Masteries +0.16 Technique/Buckler Training Amulets make your neck look great! |
| In main hand | Delirodig4.0 T2 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% mind Res.pen +7% physical ----- def ----- Armour +4 Resists +3% cold Stun/Frz- +20% Teleport- +20% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
| In off hand | stralite shield 'Chefang' (0 def, 11 armour, 50-60 power, 145 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 50.0 - 60.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +11.5% Block +145 While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +11 Fatigue +8% Resists +9% darkness Max.HP +116.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.2 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 81.16 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Xuvena (25 def, 8 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature ----- def ----- Armour +8 Defense +25 (+6 eff.) Resists +2% physical +31% nature +15% all Phys.save +12 (+6 eff.) ---------- misc Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 473%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 17; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 411; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 411 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 77; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Haruntir the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +3% temporal +12% fire +10% darkness +12% light Heal.mod +20% Blind- +24% Amulets make your neck look great! |
gold amulet 'Brightspawn'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +1 Mag dps ---------- Res.pen +5% light ----- def ----- Resists +15% mind +6% nature Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +28% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
insulating gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +18% fire +18% cold Amulets make your neck look great! |
restful steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.04 cold and 11.59 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
Vorarekira the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +20.00% Dmg.mod +14% nature +6% mind Melee Ret 6 acid ----- def ----- Resists +28% nature ---------- misc Max.psi +50.00 Rings make your fingers look great! |
marksman's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% lightning Acc +8 (+3 eff.) ----- def ----- Resists +24% lightning Rings make your fingers look great! |
marksman's steel ring of blight (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% blight Acc +4 (+1 eff.) ----- def ----- Resists +11% blight Rings make your fingers look great! |
psionicist's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Resists +20% light Rings make your fingers look great! |
thought-forged dwarven-steel battleaxe (28-43 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Psionic Power 28.5 - 42.8 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind On Hit: * 21% chance to reduce all saves and defense by 22 While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
Helen the steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +4 Dex +3 Mag +2 Cun dps ---------- Melee Ret 8 acid ----- def ----- Resists +6% acid Sharp, short and deadly. |
dwarven-steel longsword (22-31 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 22.0 - 30.8 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
enhanced rough leather sling of piercing4.0 T1 sling 1H weapon [Ego++] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +3 Cun +4 Con dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
Poltergeist's Penitence (15-18 power, 4 apr, arcane element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Defense +4 (+1 eff.) Resists +30% blight +30% arcane Affinity +20% arcane Phys.save +4 (+2 eff.) Spell.save +19 (+9 eff.) Mind.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of shearing (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 21.5 - 30.1 Physical Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +9 (+3 eff.) Apr +6 One-handed war axes. |
Porumivena1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% fire +6% cold Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Stun/Frz- +10% A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Rimefury (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +24% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +2 (+1 eff.) Resists +18% acid +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +12% temporal Spell.save +5 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+5 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Aerevor (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +9 Fatigue +2% Resists +5% arcane +6% temporal Silence- +23% Confus- +20% Stun/Frz- +21% Teleport- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dimzephyr (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +2 Cun dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Resists +3% cold Disengage: Puts all charms on 13 cooldown Level 1.3 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Isliratha (10 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +6 Dex +3 Cun +7 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% acid ----- def ----- Armour +9 Defense +10 (+3 eff.) Rush: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots 'Eilinavena' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Res.pen +15% mind ----- def ----- Armour +3 Resists +8% fire +15% mind +10% cold ---------- misc Max.hate +4.00 Max.psi +10.00 A pair of boots made of leather. |
cinder hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 7 fire Dmg.mod +5% arcane +5% fire ----- def ----- Armour +2 Resists +7% fire Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +5 arcane +8 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of the depths (0 def, 3 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +8% cold ---------- misc Infravis +2 Breathe water A cap made of leather. |
rough leather armour of the hero (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +31.00 A suit of armour made of leather. |
prismatic dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +12% light +10% darkness A suit of armour made of metal plates. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
147 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Shadowprophet the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag dps ---------- Dmg.mod +6% nature +3% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +11% nature +6% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of predation (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burnhunger the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +3% nature +3% cold Max.HP +106.00 Poison- +10% Confus- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Abyssnail'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% fire ----- def ----- Crit.chn- 15.00% Max.HP +43.00 Silence- +20% ---------- misc Light +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 Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Demonprophet the voratun torque of clear mind [power 4] (21 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% darkness Acc +25 (+7 eff.) Apr +4 ----- def ----- Resists +2% physical Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
Silonne [power 110] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Res.pen +5% arcane Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Vorarithra the ash totem of stinging [power 290] (16 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) ----- def ----- Resists +1% physical Phys.save +6 (+3 eff.) Die.at -20.00 life Sting an enemy dealing 351 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 16 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 105] (21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 239 Base Damage: 105 Armor: 4 All Resist: 2 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of conjuration 'Nerelaith' [power 160] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +1 Str +4 Dex +1 Wil dps ---------- Crit.mult +10.00% Spell.pwr +10 (+4 eff.) Dmg.mod +9% arcane ---------- misc Max.stam +20.00 Fire a magical bolt dealing 160 cold damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Daribthi the Doomelf Skirmisher level 22
24th Haze 122nd year of Ascendancy at 19:26 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Daribthi the Doomelf Skirmisher level 7
1st Summertide 122nd year of Ascendancy at 15:33 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Daribthi the Doomelf Skirmisher level 18
63rd Dusk 122nd year of Ascendancy at 17:17 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Daribthi the Doomelf Skirmisher level 6
77th Pyre 122nd year of Ascendancy at 05:22 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Daribthi the Doomelf Skirmisher level 10
3rd Dusk 122nd year of Ascendancy at 09:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Daribthi the Doomelf Skirmisher level 20
67th Dusk 122nd year of Ascendancy at 18:02 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Daribthi the Doomelf Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 14:26 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Daribthi the Doomelf Skirmisher level 21
19th Haze 122nd year of Ascendancy at 03:05 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Daribthi the Doomelf Skirmisher level 22
39th Haze 122nd year of Ascendancy at 00:50 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Daribthi the Doomelf Skirmisher level 8
10th Flare 122nd year of Ascendancy at 17:31 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Daribthi the Doomelf Skirmisher level 10
6th Dusk 122nd year of Ascendancy at 04:55 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Daribthi the Doomelf Skirmisher level 25
43rd Haze 122nd year of Ascendancy at 14:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Daribthi the Doomelf Skirmisher level 18
62nd Dusk 122nd year of Ascendancy at 21:32 see stats
Log
Something misses Daribthi.
Daribthi's armor corrodes!
Something misses Daribthi.
Something hits Daribthi for (23 flat reduction), 10 physical (10 total damage).
Something hits Daribthi for (23 flat reduction), 0 physical, (4 flat reduction), 0 acid (0 total damage).
Daribthi is on fire!
Something hits Daribthi for (23 flat reduction), 64 fire (64 total damage).
Bane of Blindness from Silamiwe the skeleton magus hits Daribthi for (23 flat reduction), 36 darkness (36 total damage).
Burning from Silamiwe the skeleton magus hits Daribthi for (23 flat reduction), 6 fire (6 total damage).
Daribthi misses Something.
Something misses Daribthi.
Something hits Daribthi for (23 flat reduction), 23 physical (23 total damage).
Daribthi stops regenerating health quickly.
Talent Block is ready to use.
Bane of Blindness from Silamiwe the skeleton magus hits Daribthi for (23 flat reduction), 36 darkness (36 total damage).
Burning from Silamiwe the skeleton magus hits Daribthi for (23 flat reduction), 6 fire (6 total damage).
Something misses Daribthi.
Something misses Daribthi.
Something misses Daribthi.
Something misses Daribthi.
Daribthi reacts to damage from Something, mitigating the blow!.
Something hits Daribthi for (23 flat reduction), (33 reacted , -5 stam), 80 cold (80 total damage).
Daribthi the level 26 doomelf skirmisher was frozen to death by Silamiwe the skeleton magus on level 2 of Dreadfell.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Daribthi!
Saving game...
Saving done.















































































































