











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
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!) Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.5.10This 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 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 18 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Neremina the rogue at level 18 on the 42nd Dusk 122nd year of Ascendancy at 19:33 / 1 |
Primary Stats
| Strength | 48 (base 40) |
| Dexterity | 21 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 39 (base 37) |
| Cunning | 13.6 (base 10) |
Resources
| Life | -218/531 |
| Hate | 79/100 |
| Healing Factor | 1.2999960120726 |
| Regeneration | 4.4849862416506 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +140% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 3 |
| Speed | 0.82 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +25% |
| Nature | +13% |
| All | +10% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +35% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.030927835052%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 28 |
| Physical Save | 30 |
| Spell Save | 18 |
| Mental Save | 25 |
Defense: Resistances
| Lightning | + 52%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Pinning Resistance | 10% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 19.72 nature damage per turn. Deadly Poison |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/33 damage shrugged off this turn) Rampaging |
| beneficial effect | Stalking Neremina the rogue. Bonus level 3: +10 attack, +19% melee damage, +1.50 hate/turn prey was hit. Stalking 270/2000 +3 |
| detrimental effect | The target is poisoned, taking 16.67 nature damage per turn. Poison |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target ignores pain, reducing all damage taken by 18%. Pain Suppression |
Quests
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 40. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 | Mayevea the pair of rough leather boots (6 def, 1 armour) =+27% Resist.Lightning=2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +27% lightning Crit.dmg- 10.00% Die.at -60.00 life Silence- +10% Pinning- +10% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
| Light source | Ce'Nodhenor2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +3 Dex ----- def ----- Armour +4 Phys.save +6 (+3 eff.) Die.at -80.00 life Heal.mod +31% ---------- misc Light +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. |
| On head | Unrehir (0 def, 1 armour) =+4 CON=2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +4 Con dps ---------- Dmg.mod +3% physical Res.pen +20% physical ----- def ----- Armour +1 Fatigue +1% Die.at -20.00 life A cap made of leather. |
| On hands | heroic iron gauntlets of regeneration (0 def, 4 armour)1.5 T1 hands armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Mind.save +6 (+3 eff.) Max.HP +45.00 HP.reg +1.70 ---------- misc Stam/turn +0.40 Psi/turn +0.12 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
| On fingers | Windsteel the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
| On fingers | Runohek the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Con dps ---------- Phys.crit +4.0% Melee+ 21 light Ranged+ 20 light Res.pen +15% physical On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 11% chance to blind ---------- misc Max.stam +5.00 Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | steel waraxe 'Betann' (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +11 temporal While equipped: Stats +2 Str +2 Mag +2 Cun ---------- misc Infravis +3 One-handed war axes. |
| Around waist | rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
| In off hand | iron shield of lightning resistance (+15%) (4 def, 2 armour, 20 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked iron plate armour of resilience (3 def, 7 armour)17.0 T1 massive armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Max.HP +20.00 A suit of armour made of metal plates. |
Inventory
phase door rune of the warrior (range 8; power 33; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 81 for 3 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 81 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 59)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Arysena =Resist.Lightning=0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +12% lightning +14% temporal +3% nature Pinning- +22% Knockbk- +25% Amulets can have magical properties. |
clarifying copper amulet of willpower (+2) =+2 WIL=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
psionicist's copper ring of corrosion (+20%) =+3 WIL=0.1 T1 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 can have magical properties. |
rogue's copper ring =+2 CUN=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
rogue's copper ring of fire (+22%) =+3 CUN=0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+3 eff.) Resists +22% fire Rings can have magical properties. |
titan's copper ring =+2 CON=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
titan's copper ring =+2 CON=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 57.74 physical damage to all targets in line, and inflicting bleeding for another 28.87 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
steel battleaxe (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 118% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
arcing iron greatmaul of erosion (115% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Nature Power 115% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 lightning +9 temporal +7 nature On Hit: * 25% chance for lightning to arc to a second target Massive two-handed mauls. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.83 cold damage and 4.35 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
hateful steel longsword of erosion (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +6 nature +7 darkness Against +5% Living Sharp, long, and deadly. |
flaming steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. |
flaming steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire One-handed war axes. |
steel waraxe (108% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Glyra (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 82% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +1 Cun +1 Con dps ---------- Mind.crit +2% Phys.pwr +4 (+2 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +4% acid +3% physical +3% nature Res.pen +3% physical Apr +3 ----- def ----- Resists +4% blight +4% physical +6% lightning Disease- +12% ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
arcing pouch of steel shots of accuracy (16/16, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +5 Apr +2 Crit +4.5% Capacity 16 Ranged+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
flaming steel shield of resilience (6 def, 2 armour, 41.5 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Max.HP +40.00 ---------- misc Talents +2 Block Handheld deflection devices. |
icy steel shield of cold resistance (+15%) (6 def, 2 armour, 39.5 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +15% cold ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield of fire resistance (+18%) (6 def, 7 armour, 65.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +18% fire ---------- misc Talents +2 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% acid +11% light +11% darkness A suit of armour made of leather. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% lightning A suit of armour made of mail. |
Galewire (3 def, 7 armour) =Resist.Lightning=17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +12% mind +16% fire A suit of armour made of metal plates. |
noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- D.Red.from +15% Summoned Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Rope Belt of the Thaloren =+8 WIL, +7 CUN=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
linen cloak of the Shaloren (1 def, 0 armour) =+2 WIL=2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Voranor' (0 def, 6 armour) =+4 CON=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Wil +4 Con ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +2 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 27% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of iron boots (0 def, 8 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Undeathmaster' (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% acid +4% physical +3% nature Res.pen +5% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.60 to 91.79 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
cleansing rough leather cap of strength (+3) (0 def, 1 armour) =+3 STR=2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
miner's rough leather cap (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Shadowwrecker (3 def, 0 armour) =+10 WIL, +7 CUN=2.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +10 Wil dps ---------- Mind.crit +5% Dmg.mod +6% acid Res.pen +15% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +9% acid Shield.pwr +9% Phys.save +10 (+5 eff.) Mind.save +21 (+11 eff.) HP.reg +3.30 Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 99 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Daymoon (0 def, 3 armour) =+3 CON=3.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% light +18% lightning Res.pen +10% light ----- def ----- Armour +3 Fatigue +5% Resists +3% light +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lightprophet' (0 def, 3 armour) =Waterbreathing=3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 12 light On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +6% cold +3% lightning Spell.save +6 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
4 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. |
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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
Heyarig the Coalquarry2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +7% blight +6% cold +12% acid +3% temporal HP.reg +1.30 ---------- misc Light +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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
Wretchlash1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature Res.pen +25% acid Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% acid Phys.save +6 (+3 eff.) Heal.mod +21% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of endurance (dig speed 36 turns) =+3 STR=3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Shadevengeance [power 27] (20 cooldown) =+1 CON=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.pwr +8 (+3 eff.) Res.pen +5% darkness ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% darkness Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core =+5 WIL=2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
forceful ash totem of thorny skin [power 27] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tax Collector Stan the Thalore Cursed level 13
15th Dusk 122nd year of Ascendancy at 14:20 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tax Collector Stan the Thalore Cursed level 17
39th Dusk 122nd year of Ascendancy at 12:55 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tax Collector Stan the Thalore Cursed level 16
33rd Dusk 122nd year of Ascendancy at 02:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tax Collector Stan the Thalore Cursed level 10
6th Mirth 122nd year of Ascendancy at 12:57 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tax Collector Stan the Thalore Cursed level 13
24th Dusk 122nd year of Ascendancy at 02:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tax Collector Stan the Thalore Cursed level 8
3rd Mirth 122nd year of Ascendancy at 15:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tax Collector Stan the Thalore Cursed level 17
41st Dusk 122nd year of Ascendancy at 16:57 see stats
Log
--------------------------------
Tax Collector Stan uses Frenzy.
Neremina the rogue resists the mind attack!
Tax Collector Stan performs a melee critical strike against Neremina the rogue!
Your rampage is invigorated by your fierce attack! (+1 duration)
You feel your rampage slowing down. (-1 duration)
Neremina the rogue hits Tax Collector Stan for 0 nature, 0 nature, 0 nature, 0 nature, 9 nature, 2 nature, 11 nature, 2 nature (24 total damage).
Tax Collector Stan hits Neremina the rogue for (18 parried), 13 physical, 5 nature, 9 temporal, 16 light, 4 mind, (18 parried), 13 physical, 5 nature, 9 temporal, 16 light, 4 mind, (18 parried), 15 physical, 5 nature, 9 temporal, 16 light, 2 mind, 32 physical, 5 nature, 9 temporal, 16 light, 4 mind (206 total damage).
Neremina the rogue casts Create Minions.
Tax Collector Stan has shrugged off 32 damage and is ready for more.
Deadly Poison from Neremina the rogue hits Tax Collector Stan for 11 nature damage.
Poison from Neremina the rogue hits Tax Collector Stan for 0 nature damage.
--------------------------------
Tax Collector Stan uses Slash.
Neremina the rogue hits Tax Collector Stan for 0 nature, 0 nature (0 total damage).
Tax Collector Stan hits Neremina the rogue for 88 physical, 5 nature, 9 temporal, 17 light, 4 mind (122 total damage).
Neremina the rogue is no longer harassed.
Neremina the rogue overcomes the gloom.
Tax Collector Stan is no longer rampaging.
Talent Reckless Charge is ready to use.
Deadly Poison from Neremina the rogue hits Tax Collector Stan for 8 nature damage.
Poison from Neremina the rogue hits Tax Collector Stan for 15 nature damage.
Neremina the rogue casts Invoke Darkness.
Neremina the rogue's spell attains critical power!
Tax Collector Stan shrugs off the critical damage!
Your hatred grows even as your life fades! (+13 hate)
Tax Collector Stan begins rampaging!
Saving game...

































































































