Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Streamlined Early Game 1.5.1Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 18 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by Balnt the Bringer of Doom at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 21:57 / 1 |
Primary Stats
| Strength | 19 (base 16) |
| Dexterity | 40.490483337015 (base 39) |
| Constitution | 13 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 63 (base 38) |
Resources
| Life | -94/452 |
| Stamina | 146/164 |
| Healing Factor | 1.1945901639344 |
| Regeneration | 80.145054098361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +108.34992326604% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 39 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 39 |
| Crit Chance | 40% |
| APR | 24 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 9.7028936634399 (58.536585365854%) |
| Defense | 37 |
| Ranged Defense | 39 |
| Fatigue | 3.669446550417 |
| Physical Save | 12 |
| Spell Save | -20 |
| Mental Save | 30 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Pinning Resistance | 41% |
| Knockback Resistance | 59% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 200 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.48 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Poisons | 1.48 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Lacerating Strikes |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 37% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is cursed, reducing defence and all saves by 33. Curse of Defenselessness |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 36.09 fire damage, and talent cooldowns are increased by 49% plus 1 turn. Burning Hex |
| detrimental effect | The target has been splashed with acid, taking 8.71 acid damage per turn, reducing armour by 14 and attack by 12. Acid Splash |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 15 and doing 26.14 blight damage per turn. Decrepitude Disease |
| beneficial effect | Moving at extreme speed (108% faster). Any action other than movement will cancel it. Wild Speed |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+7). Continuum Destabilization |
| beneficial effect | A flow of life spins around the target, regenerating 66.44 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 56% chance to deflect up to 15 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning by +2. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 sandworm tooth. * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within5 lumberjacks have died. | active |
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 iron boots 'Shockwoe' (11 def, 3 armour) pair of iron boots 'Shockwoe' (11 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+5 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances penetration: +10% acid Changes damage: +9% lightning Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emumira the brass lantern Emumira the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Reduces incoming crit damage: 10.00% Physical save: +6 (+6 eff.) Mental save: +42 (+17 eff.) Blindness immunity: +15% Light radius: +2 Healing mod.: +12% 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. |
| On head | Armogrim (2 def, 4 armour) Armogrim (2 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +5 Cun / +10 Wil Changes resistances: +10% fire / +6% nature / +7% cold Physical save: +8 (+8 eff.) Stun/Freeze immunity: +10% Knockback immunity: +15% Only die when reaching: -40.00 life Mindpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets 'Porovena' (0 def, 7 armour) iron gauntlets 'Porovena' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 light Damage when hit (Melee): 8 physical Changes stats: +2 Str Changes resistances: +6% light Changes damage: +4% light Life regen: +0.40 Stamina each turn: +0.40 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% On weapon hit: * 6% chance to blind Damage Shield penetration (this weapon only): +10% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Glarebraze the iron pickaxe (dig speed 31 turns) Glarebraze the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 15% chance to blind Changes stats: +1 Str Changes resistances: +6% light Changes resistances penetration: +10% physical Infravision radius: +1 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Halylin the steel ring Halylin the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +6% mind / +24% cold Changes damage: +9% mind / +12% cold Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +25.00 Rings can have magical properties. |
| On fingers | Alyfang AlyfangInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% arcane / +20% fire / +3% darkness / +6% temporal Changes damage: +10% fire Physical save: +4 (+4 eff.) Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +23.00 Rings can have magical properties. |
| Around neck | serendipitous gold amulet of perfection (0.18 Cunning / Poisons,0.18 Cunning / Artifice) serendipitous gold amulet of perfection (0.18 Cunning / Poisons,0.18 Cunning / Artifice)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +5 Lck Talent masteries: +0.18 Cunning / Poisons +0.18 Cunning / Artifice Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
| In main hand | Xenn the steel dagger (16.5-21.45 power, 6 apr) Xenn the steel dagger (16.5-21.45 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 cold Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Mag / +1 Wil / +1 Con Disarm immunity: +20% Sharp, short and deadly. |
| Around waist | Rhorakan the rough leather belt Rhorakan the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +3% lightning Changes resistances penetration: +5% physical Maximum life: +31.00 A belt that goes around your waist. |
| In off hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+6 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+11 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Gorimnir the Blindsin (1 def, 0 armour) Gorimnir the Blindsin (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances penetration: +10% light Changes damage: +12% light / +6% fire Maximum life: +31.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | duelist's hardened leather armour of fire resistance (6 def, 10 armour) duelist's hardened leather armour of fire resistance (6 def, 10 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +5 Cun / +3 Dex Changes resistances: +21% fire A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 178) healing infusion of the sneak (heal 178)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level. sun infusion of the wizard (rad 6; power 27; turns 4; dispels darkness)sun infusion of the wizard (rad 6; power 27; turns 4; dispels 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a 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 14). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 4 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. |
movement infusion of the duelist (519% speed; 5 turns) movement infusion of the duelist (519% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% 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 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. |
This item will automatically be transmogrified when you leave the level. copper ring 'Belaromirak'copper ring 'Belaromirak' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances penetration: +15% mind Grants telepathy: Humanoid/Orc Mental save: +6 (+3 eff.) Confusion immunity: +23% Psi when hit: +0.12 Maximum hate: +6.00 Mental crit. chance: +2% Rings can have magical properties. |
copper ring of blinding strikes copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 20 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 22 light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. surging elm magestaff of warding (10-12 power, 2 apr, cold element)surging elm magestaff of warding (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Maximum wards: +2 cold Changes damage: +10% cold Talents granted: +1 Command Staff +2 Ward Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Isloganor (15-18 power, 3 apr, darkness element)Isloganor (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +3 Wil / +2 Mag Changes resistances: +18% acid / +6% cold Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Zubewen (15-18 power, 3 apr, cold element)Zubewen (15-18 power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Fatigue: -4% Effects on melee hit: * 8% chance to blind Changes stats: +7 Con Changes resistances: +21% acid Changes damage: +15% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.50 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of might (15-18 power, 3 apr, darkness element)ash starstaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff of might (15-18 power, 3 apr, light element)shimmering ash starstaff of might (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +36.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Yarazilagalin the iron battleaxe (14.5-21.75 power, 1 apr)Yarazilagalin the iron battleaxe (14.5-21.75 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 insidious poison / +16 mind When wielded/worn: Changes stats: +3 Dex / +3 Mag / +2 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. insidious steel greatsword of massacre (30.5-48.8 power, 2 apr)insidious steel greatsword of massacre (30.5-48.8 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 30.5 - 48.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 insidious poison Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel longsword (12-16.8 power, 3 apr)steel longsword (12-16.8 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Korisin the Prismminister (15.5-21.7 power, 3 apr)Korisin the Prismminister (15.5-21.7 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +18 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature / 8 light Changes resistances: +9% light Changes resistances penetration: +10% nature / +10% light Light radius: +2 Blunt and deadly. |
iron dagger (10.5-13.65 power, 5 apr) iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
acidic steel dagger of daylight (10.5-13.65 power, 6 apr) acidic steel dagger of daylight (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 light / +5 acid Damage against: +6% Undead Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming quiver of ash arrows of daylight (18/18, 20.5-28.7 power, 7 apr)flaming quiver of ash arrows of daylight (18/18, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage (Ranged): +9 light Burst (radius 1) on hit: +15 fire Damage against: +9% Undead Arrows are used with bows to pierce your foes to death. |
iron shield 'Murktickler' (4 def, 2 armour, 20.5 block) iron shield 'Murktickler' (4 def, 2 armour, 20.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 11 temporal Changes resistances: +11% temporal Changes damage: +9% mind Talent granted: +1 Block Mental save: +9 (+4 eff.) Psi when hit: +0.12 Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (279) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe of alchemy (0 def, 0 armour)mindwoven woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% acid / +11% physical / +11% cold / +11% fire Changes damage: +7% acid / +5% physical / +6% cold / +6% fire Talent cooldown: Refit Golem (-3 turns) Mental save: +17 (+8 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Hetteroddahad' (9 def, 0 armour)woollen robe 'Hetteroddahad' (9 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 12 physical Changes resistances: +12% physical Changes damage: +12% physical Spell save: +20 (+20 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +10% Only die when reaching: -40.00 life Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. cleansing steel mail armour of lightning resistance (2 def, 6 armour)cleansing steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +11% blight / +10% nature / +16% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Artheroddadrathad the Tempestserpent (9 def, 11 armour)Artheroddadrathad the Tempestserpent (9 def, 11 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +9 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances: +6% fire / +6% mind / +9% light Mental save: +12 (+6 eff.) Disarm immunity: +25% A suit of armour made of metal plates. |
rough leather belt 'Belotolen' rough leather belt 'Belotolen'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +9% light / +5% arcane Cut immunity: +5% Knockback immunity: +10% Maximum life: +33.00 Maximum hate: +4.00 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (6 def, 0 armour) enveloping linen cloak of Iron Throne (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Hettafang the pair of rough leather boots (0 def, 5 armour)Hettafang the pair of rough leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +2 Dex / +6 Con Physical save: +9 (+8 eff.) Life regen: +1.80 Only die when reaching: -80.00 life Healing mod.: +12% A pair of boots made of leather. |
Ivoba the pair of rough leather boots (0 def, 1 armour) Ivoba the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +6 Dex / +2 Wil / +4 Cun / +6 Lck Changes resistances penetration: +25% mind Stealth bonus: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour)iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Betarin (1 def, 0 armour)Betarin (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +2 Cun / +4 Wil Changes resistances: +3% cold / +9% fire Psi each turn: +0.12 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Dayviper (0 def, 1 armour)Dayviper (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes stats: +1 Cun / +1 Wil Changes resistances: +12% light / +7% cold Allows you to breathe in: water Light radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. amethystamethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Baluruinik BaluruinikInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% nature / +3% cold Disease immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +15% Maximum life: +44.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Duvarovor DuvarovorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +3% nature Changes damage: +6% acid Mental save: +7 (+3 eff.) Poison immunity: +5% Disarm immunity: +20% Stun/Freeze immunity: +15% Light radius: +2 See stealth: +7 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. survivor's brass lantern of focussurvivor's brass lantern of focus Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Physical save: +6 (+6 eff.) Light radius: +2 Healing mod.: +10% 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. |
iron pickaxe 'Bethiwen' (dig speed 36 turns) iron pickaxe 'Bethiwen' (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +7 Wil / +2 Cun Changes resistances: +11% nature Changes damage: +6% nature Equilibrium when hit: +0.08 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. iron torque of mindblast [power 97] (6 cooldown)iron torque of mindblast [power 97] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to fire a blast of psionic energies in a range 6 beam dealing 48.50 to 97.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Ivygama the ash totem of thorny skin [power 30] (20 cooldown)Ivygama the ash totem of thorny skin [power 30] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +5% arcane Maximum wards: +2 acid / +1 nature / +2 light Talent granted: +1 Ward Blindness immunity: +30% Disease immunity: +15% Psi when hit: +0.08 Only die when reaching: -60.00 life It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shanker the Cornac Rogue level 10
10th Flare 122nd year of Ascendancy at 15:41 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shanker the Cornac Rogue level 16
57th Dusk 122nd year of Ascendancy at 07:10 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Shanker the Cornac Rogue level 5
2nd Flare 122nd year of Ascendancy at 08:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shanker the Cornac Rogue level 11
10th Dusk 122nd year of Ascendancy at 05:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shanker the Cornac Rogue level 9
7th Flare 122nd year of Ascendancy at 14:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shanker the Cornac Rogue level 15
28th Dusk 122nd year of Ascendancy at 21:21 see stats
Log
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Infusion: Regeneration is still on cooldown for 7 turns.
Shanker uses Infusion: Regeneration.
Shanker starts regenerating health quickly.
Balnt the Bringer of Doom casts Drain.
Balnt the Bringer of Doom's acid area effect hits Shanker for 22 acid damage.
Shanker reacts to damage from Balnt the Bringer of Doom's Drain, mitigating the blow!.
Balnt the Bringer of Doom's Drain hits Shanker for (48 reacted , -5 stam), 143 blight (143 total damage).
Shanker is dazed!
Shanker is not dazed anymore.
Acid Splash from Wretchling hits Shanker for 7 acid damage.
Decrepitude Disease from Balnt the Bringer of Doom hits Shanker for 31 blight damage.
--------------------------------
Shanker uses Disengage.
Shanker is moving at extreme speed!
Balnt the Bringer of Doom hits Shanker for 18 fire damage.
Balnt the Bringer of Doom casts Soul Rot.
Balnt the Bringer of Doom's spell attains critical power!
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Wretchling's acid area effect hits Shanker for 14 acid damage.
Wretchling's acid area effect hits Shanker for 15 acid damage.
Shanker is dazed!
Shanker is not dazed anymore.
Acid Splash from Wretchling hits Shanker for 6 acid damage.
Decrepitude Disease from Balnt the Bringer of Doom hits Shanker for 26 blight damage.
Shanker reacts to damage from Balnt the Bringer of Doom's Soul Rot, mitigating the blow!.
Saving game...
