Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ashes of Urh'Rok 1.4.0Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! ZOmnibus Addon Pack 1.4.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 30 / 12% |
| Size | small |
| Lifes / Deaths | Killed by skeleton warrior at level 24 on the 12nd Dusk 123rd year of Ascendancy at 07:17 0 / 8Killed by icy orc wyrmic at level 24 on the 12nd Dusk 123rd year of Ascendancy at 17:38 Killed by orc cryomancer at level 24 on the 12nd Dusk 123rd year of Ascendancy at 22:58 Killed by faerlhing at level 26 on the 18th Dusk 123rd year of Ascendancy at 07:59 Killed by losselhing at level 26 on the 18th Dusk 123rd year of Ascendancy at 11:38 Killed by Vorarialle the storm drake hatchling at level 26 on the 19th Dusk 123rd year of Ascendancy at 18:06 Killed by ultimate telugoroth at level 29 on the 53rd Dusk 123rd year of Ascendancy at 12:35 Killed by Voruwen the dredgling at level 30 on the 54th Dusk 123rd year of Ascendancy at 02:24 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 90 (base 60) |
| Constitution | 24 (base 23) |
| Magic | 18 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 91 (base 46) |
Resources
| Life | -185/736 |
| Stamina | 222/237 |
| Healing Factor | 1.15 |
| Regeneration | 125.7525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 59 |
| Crit Chance | 60% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 87 |
| Accuracy | 59 |
| Crit Chance | 60% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.5 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 44 |
Defense: Resistances
| All | -13%( 70%) |
Defense: Immunities
| Pinning Resistance | 36% |
| Teleport Resistance | 0% |
| Blind Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 537 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.50 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Acrobatics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Effects
| talent | Deadly Poison |
| talent | Lacerating Strikes |
| talent | Numbing Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
| detrimental effect | Huge cut that bleeds, doing 9.54 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | A flow of life spins around the target, regenerating 107.40 life per turn. Regeneration |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
| detrimental effect | The target is infected with a corrosive worm, reducing blight and acid resistance by 36%. When the effect ends, the worm will explode, dealing 247 acid damage in a 4 radius ball. This damage will increase by 31% of all damage taken while under torment Corrosive Worm |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 29 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You failed to protect the injured seer from death by Drunken Master. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by vampire. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Aerolle the copperhead snake. Escort: lost anorithil (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +1. | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 18. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed minotaur nose. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed storm wyrm claw. * You've found the needed hummerhorn wing. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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. | 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 | [vs. grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +3 (+0 eff.) (-) Fatigue: +1% (-) Changes resistances: +6%(-) lightning / +6%(-) temporal A pair of boots made of leather. |
| Light source | [vs. bright alchemist's lamp of the zealot (Light source)] bright alchemist's lamp of the zealotbright alchemist's lamp of the zealot Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3%(-) all Spell save: +7 (+3 eff.) (-) Light radius: +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. leafwalker's hardened leather cap of the bounder (0 def, 3 armour) (On head)] leafwalker's hardened leather cap of the bounder (0 def, 3 armour)leafwalker's hardened leather cap of the bounder (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +6(-) Str / +6(-) Dex Changes resistances: +8%(-) nature Spell save: +7 (+3 eff.) (-) Maximum life: +58.00 (-) Healing mod.: +15% (-) A cap made of leather. |
| On hands | [vs. brawler's hardened leather gloves of the nighthunter (0 def, 2 armour) (On hands)] brawler's hardened leather gloves of the nighthunter (0 def, 2 armour)brawler's hardened leather gloves of the nighthunter (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) (-) Armour: +2 (-) Changes stats: +3(-) Str / +3(-) Dex / +5(-) Cun Changes resistances: +8%(-) darkness Talents cooldown: Double Strike (-1(-) turn) Physical save: +7 (+3 eff.) (-) Infravision radius: +2 (-) It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown) (Tool)] overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown)overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 225 for 7 turns, putting all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+5 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +7 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Effects on melee hit: * 15% chance to daze Changes stats: +6(-) Cun / +6 Dex Changes resistances: +20% darkness / +6% temporal Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +3% temporal / +10% darkness / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +0.00 (-25.00) Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Can be unequipped or rerolled. It can be used to 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, costing 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? Tap to cycle through comparison choices |
| Around neck | [vs. stralite amulet 'Blindsteel' (Around neck)] stralite amulet 'Blindsteel'stralite amulet 'Blindsteel' Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% (-) Damage when hit (Melee): 8(-) darkness / 12(-) temporal Changes stats: +4(-) Wil Changes resistances: +3%(-) darkness / +16%(-) temporal Pinning immunity: +36% (-) Knockback immunity: +40% (-) Life regen: +1.70 (-) Amulets can have magical properties. |
| In main hand | [vs. Umbral Razor (129% power, 10 apr) (In main hand, 1 of 3)] Umbral Razor (129% power, 10 apr)Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Physical crit. chance: +9.0% (-) Attack speed: 100% (-) Damage conversion: 50%(-) darkness When wielded/worn: Changes stats: +4(-) Cun / +4(-) Mag Changes resistances: +10%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +5%(-) darkness Stealth bonus: +10 (-) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 64.61 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
| Around waist | [vs. balancing hardened leather belt of burglary (Around waist)] balancing hardened leather belt of burglarybalancing hardened leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% (-) Changes stats: +9(-) Dex / +9(-) Cun / +6(-) Lck Trap disarming bonus: +13 (-) Stealth bonus: +8 (-) Mental crit. chance: +7% (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In off hand | [vs. Umbral Razor (129% power, 10 apr) (In main hand, 1 of 3)] Umbral Razor (129% power, 10 apr)Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-) Physical crit. chance: +9.0% (-) Attack speed: 100% (-) Damage conversion: 50%(-) darkness When wielded/worn: Changes stats: +4(-) Cun / +4(-) Mag Changes resistances: +10%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +5%(-) darkness Stealth bonus: +10 (-) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 64.61 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. This item has been sent to the Item's Vault. Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak of the voidstalker (2 def, 0 armour) (Cloak)] cashmere cloak of the voidstalker (2 def, 0 armour)cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Changes resistances: +14%(-) darkness / +12%(-) temporal Defense after a teleport: +18 (-) Resist all after a teleport: +11% (-) New effects duration reduction after a teleport: +16% (-) It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. enlightening hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] enlightening hardened leather armour of Toknor (3 def, 6 armour)enlightening hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +6 (+2 eff.) (-) Armour: +6 (-) Defense: +3 (+1 eff.) (-) Fatigue: +8% (-) Changes stats: +5(-) Cun / +3(-) Wil Critical mult.: +11.00% (-) Mental save: +13 (+5 eff.) (-) A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (+18 for 9 turns, die at -720) heroism infusion of the duelist (+18 for 9 turns, die at -720)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -720 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
[vs. stralite amulet 'Blindsteel' (Around neck)] Cuthyrig the FogviperCuthyrig the Fogviper Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: +0% (+7%) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 0(-8) darkness / 0(-12) temporal Changes stats: +0(-4) Wil Changes resistances: +0%(-3%) darkness / +0%(-16%) temporal Changes resistances penetration: +10% darkness Changes damage: +3% darkness Critical mult.: +10.00% Pinning immunity: +0% (-36%) Knockback immunity: +0% (-40%) Life regen: +0.00 (-1.70) Amulets can have magical properties. |
[vs. stralite amulet 'Blindsteel' (Around neck)] serendipitous gold amulet of visionserendipitous gold amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Fatigue: +0% (+7%) Damage when hit (Melee): 0(-8) darkness / 0(-12) temporal Changes stats: +11 Lck / +0(-4) Wil Changes resistances: +0%(-3%) darkness / +0%(-16%) temporal Blindness immunity: +16% Pinning immunity: +0% (-36%) Knockback immunity: +0% (-40%) Life regen: +0.00 (-1.70) Infravision radius: +3 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
[vs. Nightsong (On fingers, 1 of 2)] mule's steel ring of lightning (+26%)mule's steel ring of lightning (+26%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: -5% (+2%) Changes stats: +0(-6) Cun Changes resistances: +26% lightning Changes damage: +13% lightning / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Maximum encumbrance: +25 Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] savage's gold ring of blight (+12%)savage's gold ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +3 Con Changes resistances: +12% blight Changes damage: +12% blight / +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Spell save: +14 (+7 eff.) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Maximum stamina: +21.00 (-4.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] sneakthief's gold ring of lifesneakthief's gold ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Changes stats: +6(-) Cun / +6 Dex Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Life regen: +1.10 Maximum life: +49.00 Maximum stamina: +0.00 (-25.00) Healing mod.: +13% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)] treant's gold ring of speedtreant's gold ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+2 eff.) (+2 (+0 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun Changes resistances: +7% nature / +7% blight Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Poison immunity: +10% Disease immunity: +15% Maximum stamina: +0.00 (-25.00) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Umbral Razor (129% power, 10 apr) (In main hand, 1 of 2)] Staff of AbsorptionStaff of Absorption Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% (+8%) Range: 1.1x (-0.2x) Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-6) Physical crit. chance: +0.0% (-9.0%) Attack speed: inf% (inf%) Damage conversion: 0%(-50%) darkness When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +0(-4) Cun / +0(-4) Mag Changes resistances: +0%(-10%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-5%) darkness Stealth bonus: +0 (-10) Spellpower: +20 (+5 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. Tap to cycle through comparison choices |
[vs. enlightening hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +0 (-6) Defense: +12 (+4 eff.) (+9 (+3 eff.)) Fatigue: +0% (-8%) Damage when hit (Melee): 10 cold Changes stats: +0(-5) Cun / +0(-3) Wil Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Critical mult.: +0.00% (-11.00%) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. enlightening hardened leather armour of Toknor (3 def, 6 armour) (Main armor)] cleansing hardened leather armour of fire resistance (3 def, 6 armour)cleansing hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +6 (-) Defense: +3 (+1 eff.) (-) Fatigue: +8% (-) Changes stats: +0(-5) Cun / +0(-3) Wil Changes resistances: +13% blight / +18% fire / +12% nature Critical mult.: +0.00% (-11.00%) Mental save: +0 (+0 eff.) (-13 (-5 eff.)) A suit of armour made of leather. |
[vs. cashmere cloak of the voidstalker (2 def, 0 armour) (Cloak)] cashmere cloak 'Ce'Nith' (8 def, 0 armour)cashmere cloak 'Ce'Nith' (8 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) (+6 (+2 eff.)) Effects on melee hit: * 40% chance to corrode armour Changes stats: +5 Cun / +5 Dex Changes resistances: +9% lightning / +0%(-12%) temporal / +15% light / +13% fire / +5% arcane / +0%(-14%) darkness Stealth bonus: +10 Equilibrium when hit: +0.04 Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-11%) New effects duration reduction after a teleport: +0% (-16%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] Glorivea (13 def, 3 armour)Glorivea (13 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +13 (+4 eff.) (+11 (+3 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (+0 eff.)) Fatigue: -3% (-4%) Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +9% blight / +7% fire / +5% arcane / +9% cold Stamina each turn: +0.40 Maximum life: +41.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 31 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
[vs. grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] undeterred pair of hardened leather boots of rushing (0 def, 3 armour)undeterred pair of hardened leather boots of rushing (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-3 (+0 eff.)) Fatigue: +3% (+2%) Changes stats: +2 Str / +3 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal Silence immunity: +23% Confusion immunity: +23% Stun/Freeze immunity: +27% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. brawler's hardened leather gloves of the nighthunter (0 def, 2 armour) (On hands)] storm dwarven-steel gauntlets of the verdant (0 def, 2 armour)storm dwarven-steel gauntlets of the verdant (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour: +2 (-) Damage (Melee): 7 lightning Changes stats: +0(-3) Str / +0(-3) Dex / +0(-5) Cun Changes resistances: +6% lightning / +11% blight / +9% arcane / +9%(+1%) darkness Changes damage: +4% lightning Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike ((+0(+1) turn) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Spell save: +11 (+6 eff.) Infravision radius: +0 (-2) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. leafwalker's hardened leather cap of the bounder (0 def, 3 armour) (On head)] thaloren hardened leather cap of trickery (0 def, 3 armour)thaloren hardened leather cap of trickery (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 (-) Fatigue: +3% (-) Changes stats: +0(-6) Str / +3(-3) Dex / +5 Wil / +3 Cun Changes resistances: +9% blight / +0%(-8%) nature Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +5 (+1 eff.) Maximum life: +0.00 (-58.00) Healing mod.: +0% (-15%) A cap made of leather. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. pouch of iron shots (19/19, 111% power, 1 apr) (Second weapon set: Quiver)] 140 alchemist agate140 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-1) Physical crit. chance: +0.0% (-4.0%) Capacity: 0 (-19) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown) (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
[vs. overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown) (Tool)] dwarven-steel torque of charged psionic shield [power 85] (20 cooldown)dwarven-steel torque of charged psionic shield [power 85] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered stralite torque of kinetic psionic shield [power 225] (32 cooldown) (Tool)] supercharged dwarven-steel torque of thermal psionic shield [power 91] (28 cooldown)supercharged dwarven-steel torque of thermal psionic shield [power 91] (28 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 91 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Against all odds
Killed Ukruk in the ambush.By Drunken Master the Halfling Rogue level 28
24th Dusk 123rd year of Ascendancy at 09:31 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Drunken Master the Halfling Rogue level 12
71st Dusk 122nd year of Ascendancy at 09:33 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Drunken Master the Halfling Rogue level 19
24th Regrowth 123rd year of Ascendancy at 12:36 see stats
Exterminator
Killed 1000 creatures.By Drunken Master the Halfling Rogue level 17
14th Regrowth 123rd year of Ascendancy at 21:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Drunken Master the Halfling Rogue level 18
24th Regrowth 123rd year of Ascendancy at 09:21 see stats
Fear me not!
Survived the Fearscape!By Drunken Master the Halfling Rogue level 23
55th Regrowth 123rd year of Ascendancy at 09:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drunken Master the Halfling Rogue level 16
78th Haze 122nd year of Ascendancy at 18:44 see stats
Level 10
Got a character to level 10.By Drunken Master the Halfling Rogue level 10
28th Dusk 122nd year of Ascendancy at 01:11 see stats
Level 20
Got a character to level 20.By Drunken Master the Halfling Rogue level 20
34th Regrowth 123rd year of Ascendancy at 17:16 see stats
Level 30
Got a character to level 30.By Drunken Master the Halfling Rogue level 30
53rd Dusk 123rd year of Ascendancy at 21:18 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Drunken Master the Halfling Rogue level 13
44th Haze 122nd year of Ascendancy at 08:14 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Drunken Master the Halfling Rogue level 23
55th Regrowth 123rd year of Ascendancy at 08:25 see stats
The Arena
Unlocked Arena mode.By Drunken Master the Halfling Rogue level 10
28th Dusk 122nd year of Ascendancy at 22:11 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Drunken Master the Halfling Rogue level 15
72nd Haze 122nd year of Ascendancy at 02:14 see stats
The secret city
Discovered the truth about mages.By Drunken Master the Halfling Rogue level 16
74th Haze 122nd year of Ascendancy at 12:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Drunken Master the Halfling Rogue level 26
18th Dusk 123rd year of Ascendancy at 19:10 see stats
Unstoppable
Returned from the dead.By Drunken Master the Halfling Rogue level 29
53rd Dusk 123rd year of Ascendancy at 12:35 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Drunken Master the Halfling Rogue level 27
24th Dusk 123rd year of Ascendancy at 02:44 see stats
Log
Voruwen the dredgling casts Bone Grab.
Drunken Master starts to bleed.
Drunken Master resists the bone!
Voruwen the dredgling hits Drunken Master for 93 physical damage.
Bleeding from Voruwen the dredgling hits Drunken Master for 9 physical damage.
Drunken Master uses Flurry.
Voruwen the dredgling is poisoned!
Drunken Master performs a melee critical strike against Voruwen the dredgling!
Voruwen the dredgling is poisoned!
Drunken Master performs a melee critical strike against Voruwen the dredgling!
Drunken Master hits Voruwen the dredgling for (36 to bones), 0 darkness, (37 to bones), 0 physical, , (27 to bones), 0 darkness, (28 to bones), 0 physical, , (37 to bones), 0 darkness, 38 physical, , 66 darkness, 68 physical, , 63 darkness, 65 physical, , 32 darkness, 33 physical, (365 total damage).
Weakness Disease from Voruwen the dredgling hits Dredge for 59 blight damage.
Poison from Drunken Master hits Voruwen the dredgling for 20 nature damage.
Numbing Poison from Drunken Master hits Voruwen the dredgling for 18 nature damage.
Voruwen the dredgling casts Corrosive Worm.
Drunken Master is infected by a corrosive worm.
Bleeding from Voruwen the dredgling hits Drunken Master for 9 physical damage.
Drunken Master uses Infusion: Regeneration.
Drunken Master starts regenerating health quickly.
Weakness Disease from Voruwen the dredgling hits Dredge for 59 blight damage.
Poison from Drunken Master hits Voruwen the dredgling for 20 nature damage.
Numbing Poison from Drunken Master hits Voruwen the dredgling for 18 nature damage.
Voruwen the dredgling casts Soul Rot.
Voruwen the dredgling's spell attains critical power!
Drunken Master is recovering from the damage!
Drunken Master tries to evade attacks.
Saving game...
