Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.4.4Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 60 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 73 (base 60) |
| Dexterity | 73 (base 60) |
| Constitution | 85 (base 60) |
| Magic | 67 (base 60) |
| Willpower | 76 (base 60) |
| Cunning | 87 (base 60) |
Resources
| Mana | 1310/1310 |
| Vim | 806/830 |
| Life | 3007/3007 |
| Positive | 431/536 |
| Stamina | 766/766 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 8.0091117939534 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 64 |
| Crit Chance | 71% |
| APR | 42 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 103 |
| Accuracy | 64 |
| Crit Chance | 72% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.30863224038 (92%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 20 |
| Physical Save | 54 |
| Spell Save | 66 |
| Mental Save | 47 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 43% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Advanced martial enchantments | 1.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane elements | 1.00 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Corruption / Wrath | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Torture | 1.00 |
| 6/5 |
| 1/5 |
| 5/5 |
| 6/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 6/5 |
| 2/5 |
| 6/5 |
| 6/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 6/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 6/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Technique / Combat training | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Fiery Hands |
| talent | Secrets of the Eternals |
| talent | Weapon Folding |
| talent | Precision |
| talent | Inner Power |
| talent | Eternal Suffering |
| talent | Arcane Depths |
| talent | Shock Hands |
| talent | Mage Armour |
| talent | Frost Infusion |
| talent | Daunting Presence |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Exploit Weakness |
| beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 10 damage from the next 2.0 attack(s). Parrying |
| beneficial effect | Countering melee attacks: Has a 48% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
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 |
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 | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cave troll. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 3 of Scintillating Caves) | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 81. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed electric eel tail. * You've found the needed green worm. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed storm wyrm claw. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 | pair of dwarven-steel boots of rushing (0 def, 4 armour) pair of dwarven-steel boots of rushing (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Glorewe (22/22, 29.5-35.4 power, 3 apr) Glorewe (22/22, 29.5-35.4 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 29.5 - 35.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +10.0% Capacity: 22 On weapon hit: * 40 arcane resource burn * Slows global speed by 20% * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +4 mind / +14 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Erelegrim (2 def, 0 armour) Erelegrim (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +5 Wil Changes resistances: +19% lightning / +9% fire / +6% mind / +10% cold Changes resistances penetration: +20% mind Changes damage: +13% lightning / +6% mind / +3% arcane Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Critical mult.: +7.00% Spell crit. chance: +7% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 27 power out of 30/30) : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 15.91 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| On fingers | Nightsong NightsongInfused 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 Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 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 31 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. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | quick stralite waraxe of ruin (34-47.6 power, 5 apr) quick stralite waraxe of ruin (34-47.6 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 111% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Changes stats: +4 Dex Critical mult.: +12.00% One-handed war axes. |
| Around waist | hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +6 Lck Trap disarming bonus: +14 Stealth bonus: +5 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Ravenwilter the voratun waraxe (39.5-55.3 power, 6 apr) Ravenwilter the voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +43 insidious poison When wielded/worn: Physical power: +23 (+5 eff.) Damage when hit (Melee): 4 arcane / 4 darkness Changes stats: +11 Con Changes resistances: +5% arcane Changes resistances penetration: +10% darkness / +18% physical Changes damage: +3% darkness / +3% arcane Disarm immunity: +43% One-handed war axes. |
| Cloak | thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour of command (11 def, 13 armour) steel plate armour of command (11 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Mental save: +11 (+4 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the duelist (heal 491 over 5 turns) regeneration infusion of the duelist (heal 491 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. 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. |
regeneration infusion of the titan (heal 398 over 5 turns) regeneration infusion of the titan (heal 398 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Constitution 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. |
Rune of the Rift (454.00 temporal damage, removed from time 4 turns) Rune of the Rift (454.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 454.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 554 for 4 turns) shielding rune of the psychic (absorb 554 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 554 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 356 for 4 turns) shielding rune of the wizard (absorb 356 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 356 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
mindweaver's steel amulet of magic (+2) mindweaver's steel amulet of magic (+2)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +10% Mindpower: +7 (+2 eff.) Amulets can have magical properties. |
mule's copper ring of nature (+20%) mule's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings can have magical properties. |
steel ring 'Cinderresolve' steel ring 'Cinderresolve'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +5 Dex Changes resistances: +6% blight / +6% nature / +20% lightning Changes resistances penetration: +10% arcane Changes damage: +10% lightning Poison immunity: +12% Disease immunity: +12% Rings can have magical properties. |
blazebringer's dwarven-steel longsword (25.5-35.7 power, 4 apr) blazebringer's dwarven-steel longsword (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +2% Sharp, long, and deadly. |
glacial dwarven-steel longsword (21.5-30.1 power, 4 apr) glacial dwarven-steel longsword (21.5-30.1 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +5 ice When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Sharp, long, and deadly. |
glacial dwarven-steel longsword of crippling (22-30.8 power, 4 apr) glacial dwarven-steel longsword of crippling (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +13 ice When wielded/worn: Physical crit. chance: +8.0% Armour: +7 Changes resistances penetration: +6% cold Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
insidious dwarven-steel mace of projection (24.5-34.3 power, 4 apr) insidious dwarven-steel mace of projection (24.5-34.3 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +27 insidious poison / +8 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Rusty Chopper (25-35 power, 3 apr) Rusty Chopper (25-35 power, 3 apr)Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * inflicts a cursed wound (halves healing for 10 turns) Damage (Melee): +10 acid When wielded/worn: Hate per kill: +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
insidious dwarven-steel waraxe of erosion (23-32.2 power, 4 apr) insidious dwarven-steel waraxe of erosion (23-32.2 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 insidious poison / +5 temporal / +7 nature One-handed war axes. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour) dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +5 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's dwarven-steel helm of constitution (+4) (0 def, 7 armour) miner's dwarven-steel helm of constitution (+4) (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +4 Con Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing linen wizard hat (1 def, 0 armour) stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour) enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +5 Cun / +4 Wil Changes resistances: +19% cold Mental save: +14 (+5 eff.) A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
78 alchemist agate 78 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 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 When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's brass lantern of the zealot watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+1 eff.) Blindness immunity: +22% Confusion immunity: +11% Light radius: +5 See stealth: +5 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 8 turns. The radius will increase with your Cunning. 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. |
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. |
garnet 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 When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
amethyst 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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 When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
14 zircon 14 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Haidy the Shalore Adventurer level 8
33rd Dusk 122nd year of Ascendancy at 13:28 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Haidy the Shalore Adventurer level 5
9th Mirth 122nd year of Ascendancy at 15:44 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Haidy the Shalore Adventurer level 50
2nd Mirth 122nd year of Ascendancy at 18:30 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Haidy the Shalore Adventurer level 6
29th Dusk 122nd year of Ascendancy at 13:03 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Haidy the Shalore Adventurer level 10
12nd Haze 122nd year of Ascendancy at 21:32 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Haidy the Shalore Adventurer level 8
39th Haze 122nd year of Ascendancy at 08:12 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Haidy the Shalore Adventurer level 8
33rd Dusk 122nd year of Ascendancy at 12:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Haidy the Shalore Adventurer level 10
5th Flare 122nd year of Ascendancy at 10:26 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Haidy the Shalore Adventurer level 30
63rd Dusk 122nd year of Ascendancy at 10:04 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Haidy the Shalore Adventurer level 7
35th Dusk 122nd year of Ascendancy at 02:32 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Haidy the Shalore Adventurer level 10
12nd Haze 122nd year of Ascendancy at 19:29 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Haidy the Shalore Adventurer level 30
38th Dusk 122nd year of Ascendancy at 11:14 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Haidy the Shalore Adventurer level 8
33rd Dusk 122nd year of Ascendancy at 13:28 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Haidy the Shalore Adventurer level 9
21st Dusk 122nd year of Ascendancy at 13:24 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Haidy the Shalore Adventurer level 50
2nd Mirth 122nd year of Ascendancy at 18:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Haidy the Shalore Adventurer level 50
2nd Mirth 122nd year of Ascendancy at 18:30 see stats
Log
Connection to online server established.
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 40th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Saving done.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
Today is the 41st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
There is an exit to the worldmap (necrotic air) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Haidy deactivates Exploit Weakness.
Haidy deactivates Secrets of the Eternals.
Haidy deactivates Eternal Suffering.
Haidy deactivates Weapon of Wrath.
Haidy deactivates Weapon of Light.
Haidy deactivates Inner Power.
Haidy deactivates Arcane Depths.
Haidy deactivates Daunting Presence.
Haidy deactivates Mage Armour.
Haidy deactivates Abyssal Shield.
Haidy deactivates Shock Hands.
Haidy deactivates Precision.
Haidy deactivates Chant of Fortitude.
Haidy deactivates Fiery Hands.
Haidy deactivates Weapon Folding.
Haidy deactivates Frost Infusion.
Haidy deactivates Second Life.
