










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 30 / 67% |
Size | medium |
Lifes / Deaths | Killed by Ivoriathra the red crystal at level 10 on the 17th Haze 122nd year of Ascendancy at 14:51 0 / 7Killed by Cyrira the giant venus flytrap at level 15 on the 35th Haze 122nd year of Ascendancy at 22:53 Killed by shadow at level 16 on the 36th Haze 122nd year of Ascendancy at 07:02 Killed by Betholaith the snow giant at level 19 on the 60th Haze 122nd year of Ascendancy at 15:15 Killed by Gluvea the skeleton master archer at level 25 on the 76th Regrowth 123rd year of Ascendancy at 16:54 Killed by Zubaseda the thief at level 30 on the 12nd Pyre 123rd year of Ascendancy at 21:41 Killed by K2 at level 30 on the 12nd Pyre 123rd year of Ascendancy at 23:04 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 79 (base 59) |
Constitution | 26 (base 10) |
Magic | 14 (base 10) |
Willpower | 27 (base 10) |
Cunning | 96 (base 60) |
Resources
Life | 766/766 |
Mana | 239/359 |
Stamina | 220/230 |
Healing Factor | 1.1316586254954 |
Regeneration | 32.832318152348 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 13 |
See Stealth | 59.91455426921 |
See Invisible | 73.91455426921 |
Offense: Mainhand
Damage | 77 |
Accuracy | 70 |
Crit Chance | 46% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 70 |
Crit Chance | 49% |
APR | 23 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Darkness | +12% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Blight | +5% |
Darkness | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (57.155997060385%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 31 |
Mental Save | 44 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 17%( 70%) |
Physical | + 8%( 70%) |
Cold | + 17%( 70%) |
All | + 4%( 70%) |
Darkness | + 13%( 70%) |
Light | + 4%( 70%) |
Temporal | + 7%( 70%) |
Lightning | + 20%( 70%) |
Fire | + 16%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 36% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 777% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 28.8 and stamina regeneration by 5.9. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by K2. Escort: lost sun paladin (level 7 of Dreadfell) | 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 Constitution by +5. | done |
You failed to protect the worried loremaster from death by K2. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 xorn fragment. * You've found the needed bear paw. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. 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 pouch of luminous horror dust. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed black mamba head. | 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! | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Defense +8 (+1 eff.) Resists +6% lightning +6% blight Max.HP +80.00 Stun/Frz- +20% Evasion: (Instant) Puts all charms on 25 cooldown Level 5.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Con dps ---------- Spell.crit +3% Phys.pwr +15 (+5 eff.) Spell.pwr +4 (+2 eff.) Acc +10 (+3 eff.) Melee Ret 12 fire ----- def ----- Resists +8% blight +5% fire +9% darkness +3% cold Mind.save +5 (+2 eff.) ---------- misc Light +4 Infravis +5 See.Stealth +11 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 20 blight damage or heals 31 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +1 Wil +4 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Defense +20 (+4 eff.) Fatigue +3% Phys.save +3 (+1 eff.) Mind.save +8 (+3 eff.) Poison- +10% ---------- misc Light +2 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature Res.pen +5% mind ----- def ----- Armour +2 Defense +10 (+2 eff.) Fatigue +3% Resists +3% temporal +6% nature +2% physical Spell.save +9 (+5 eff.) Disarm- +10% Confus- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness +5% lightning On Hit (Melee): * 20% chance to slow global speed by 53% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Melee+ 10 physical Ranged+ 7 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 26 On Hit (Ranged): * 12% chance to reduce all saves and defense by 26 ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +18% cold Melee Ret 4 acid 4 cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to reduce armor by 22% ----- def ----- Resists +6% acid +3% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
In main hand | ![]() 1.0 T2 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage While equipped: ----- def ----- Defense +30 (+6 eff.) Resists +6% lightning Mind.save +6 (+2 eff.) Cut- +20% Teleport- +20% Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Master While equipped: Stats +9 Dex +10 Cun +12 Lck dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) S.pwr/crit +2 Res.pen +5% blight ----- def ----- Crit.dmg- 15.00% Spell.save +17 (+9 eff.) Stealth +15 ---------- misc T.Disarm +39 Infravis +8 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 44.5 - 57.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +26% Sharp, short and deadly. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +7 Wil +4 Cun +1 Con dps ---------- Phys.crit +2.0% Mind.crit +6% Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +7% acid +2% physical +7% fire +8% cold +5% lightning Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -432 life. The duration and life will increase by 1% for every 1% life you have lost (currently 432 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 126 damage for 3 turns. 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 spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +2 Wil dps ---------- Dmg.mod +9% darkness Res.pen +10% fire ----- def ----- Crit.dmg- 5.00% Phys.save +14 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +1 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% fire Apr +1 ----- def ----- Resists +6% fire ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Lck dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Unseen.red 12% ---------- misc Masteries +0.15 Technique/Duelist Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Dex +5 Wil +3 Cun dps ---------- Dmg.mod +9% arcane Res.pen +25% arcane +15% temporal ----- def ----- Resists +16% temporal Pinning- +26% Knockbk- +26% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +20% Pinning- +24% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +7 Mag +2 Wil +6 Cun +6 Con dps ---------- Dmg.mod +12% nature Melee Ret 2 cold ----- def ----- Defense +8 (+1 eff.) Resists +31% nature +8% blight Poison- +11% Disease- +14% Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 acid On Hit.r1 +12 physical On Hit: * 20% chance to reduce armor by 22% On Crit: * Splash the target with acid dealing 52 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +6 Str dps ---------- Dmg.mod +6% acid ----- def ----- Armour +2 Resists +6% acid Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +7 Con +5 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Max.HP +12.00 Disarm- +29% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +10 Con +5 Wil dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Max.HP +10.00 Disarm- +16% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 lightning +12 cold On Hit.r1 +8 cold On Crit.r2 +24 acid +25 nature On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +21% acid +19% nature Apr +7 ----- def ----- Resists +9% lightning Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego] Master/Psionic Power 44.5 - 57.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 darkness Against +8% Living Sharp, short and deadly. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Dex +5 Mag +7 Wil +5 Cun dps ---------- Melee+ 7 fire Ranged+ 7 fire Dmg.mod +6% arcane Res.pen +15% blight ----- def ----- Armour +14 Defense +9 (+2 eff.) Fatigue +8% Resists +19% acid +16% fire +16% physical Spell.save +6 (+3 eff.) Max.HP +43.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Master While equipped: Stats +7 Str +6 Dex dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Dmg.mod +9% arcane +6% acid Res.pen +5% acid Melee Ret 10 acid ----- def ----- Armour +7 Defense +18 (+3 eff.) Fatigue +8% Resists +5% arcane +8% physical Phys.save +28 (+14 eff.) A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% cold Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +18% cold Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Defense +2 (+0 eff.) Resists +9% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% light ----- def ----- Defense +16 (+3 eff.) Resists +19% blight +18% fire +15% nature +15% light Phys.save +8 (+4 eff.) Stealth +7 HP.reg +4.00 Heal.mod +14% ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+2 eff.) Res.pen +13% darkness +13% temporal Apr +3 ----- def ----- Armour +3 Resists +12% darkness +22% temporal Def/telep +15 Res/telep +12% Dur/telep +14% A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -2% Max.HP +41.00 ---------- misc Stam/turn +1.00 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+7 eff.) Mind.save +12 (+4 eff.) Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Melee+ 5 cold Dmg.mod +6% darkness +4% cold ----- def ----- Armour +1 Resists +3% fire +9% darkness +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Str +6 Dex +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning ----- def ----- Armour +2 Defense +20 (+4 eff.) Resists +3% fire Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 5 acid 6 fire 5 cold 3 lightning ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Mag +7 Con dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +2 (+0 eff.) Resists +12% blight +15% cold +9% darkness Spell.save +6 (+3 eff.) Die.at -80.00 life Poison- +10% Knockbk- +10% Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +3 Wil +3 Cun dps ---------- Res.pen +5% nature Apr +5 On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +3 Fatigue +3% Resists +7% blight +9% cold +3% nature Mind.save +7 (+2 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +14 Cun dps ---------- Dmg.mod +21% temporal ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +2 Cun +3 Con ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +8% light ----- def ----- Resists +6% darkness Affinity +5% light Spell.save +12 (+6 eff.) Max.HP +56.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +9 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 65.99 light damage. At talent level 3 you gain 14% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Mag dps ---------- Melee Ret 2 acid ----- def ----- Crit.dmg- 5.00% Phys.save +7 (+3 eff.) Heal.mod +15% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +4 Str +1 Mag +5 Con Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 290 physical damage Puts all charms on 13 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to reduce fatigue by 24% for 2 turns. 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +10% darkness Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +6% acid +15% darkness ---------- misc Equi/ret +0.04 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 cooldown 100% to heal for 49. Natural totems are made by powerful wilders to store nature power. |
Achievements
By K2 the Halfling Rogue level 7
3rd Haze 122nd year of Ascendancy at 16:12 see stats
By K2 the Halfling Rogue level 23
10th Regrowth 123rd year of Ascendancy at 23:33 see stats
By K2 the Halfling Rogue level 28
7th Pyre 123rd year of Ascendancy at 08:30 see stats
By K2 the Halfling Rogue level 30
12nd Pyre 123rd year of Ascendancy at 23:04 see stats
By K2 the Halfling Rogue level 10
13rd Haze 122nd year of Ascendancy at 12:40 see stats
By K2 the Halfling Rogue level 20
62nd Haze 122nd year of Ascendancy at 04:31 see stats
By K2 the Halfling Rogue level 30
11st Pyre 123rd year of Ascendancy at 02:00 see stats
By K2 the Halfling Rogue level 23
18th Regrowth 123rd year of Ascendancy at 12:11 see stats
By K2 the Halfling Rogue level 25
77th Regrowth 123rd year of Ascendancy at 20:27 see stats
By K2 the Halfling Rogue level 10
13rd Haze 122nd year of Ascendancy at 12:42 see stats
By K2 the Halfling Rogue level 24
22nd Regrowth 123rd year of Ascendancy at 00:47 see stats
By K2 the Halfling Rogue level 10
15th Haze 122nd year of Ascendancy at 07:13 see stats
By K2 the Halfling Rogue level 24
22nd Regrowth 123rd year of Ascendancy at 17:26 see stats
By K2 the Halfling Rogue level 24
21st Regrowth 123rd year of Ascendancy at 17:39 see stats
By K2 the Halfling Rogue level 22
75th Haze 122nd year of Ascendancy at 20:06 see stats
By K2 the Halfling Rogue level 15
35th Haze 122nd year of Ascendancy at 07:24 see stats
By K2 the Halfling Rogue level 30
12nd Pyre 123rd year of Ascendancy at 23:04 see stats
Log
Talent Infusion: Healing is ready to use.
Talent Venomous Strike is ready to use.
Talent Venomous Throw is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Talent Stealth is ready to use.
K2 activates Stealth.
Resting starts...
Talent Leeching Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Gravitic Trap is ready to use.
Talent Crippling Poison is ready to use.
K2 activates Apply Poison.
Talent Chant of Fortress is ready to use.
K2 activates Chant of Fortress.
Talent Shadow Dance is ready to use.
Talent Premonition is ready to use.
K2 activates Premonition.
K2 deactivates Stealth.
Talent Stealth is ready to use.
K2 activates Stealth.
Talent Quickdraw is ready to use.
Rested for 39 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!