








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.5.0Donators/Buyers bonus! The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . Now You See Me... 1.5.10Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Bladebender 1.5.6 Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Bladebender |
| Level / Exp | 33 / 71% |
| Size | small |
| Lifes / Deaths | Killed by orc high pyromancer at level 33 on the 44th Pyre 123rd year of Ascendancy at 13:48 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 31 (base 18) |
| Constitution | 18 (base 10) |
| Magic | 30 (base 10) |
| Willpower | 81 (base 60) |
| Cunning | 82 (base 60) |
Resources
| Life | -87/883 |
| Psi | 131/131 |
| Healing Factor | 1.2138297872341 |
| Regeneration | 116.19992553192 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 41.444544830989 |
| See Invisible | 44.444544830989 |
| ESP Range | 10 |
| ESP Kinds | dragon, animal/canine |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 56 |
| Crit Chance | 46% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 56 |
| Crit Chance | 48% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +27% |
| Darkness | +27% |
| Blight | +44% |
| Arcane | +21% |
| Cold | +27% |
| All | +12% |
Offense: Damage Penetration
| Blight | +5% |
| Acid | +10% |
| Arcane | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 29 (77.811550151976%) |
| Defense | 85 |
| Ranged Defense | 87 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 39 |
| Mental Save | 64 |
Defense: Resistances
| Acid | -16%( 70%) |
| Nature | -8%( 70%) |
| Darkness | + 15%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | -14%( 70%) |
| Cold | + 10%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 10% |
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -643 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Talent perfection | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Psionic / Blade offense | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Blade bending | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Blade defense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Air Parry |
| talent | Meditative Focus |
| talent | Skate |
| talent | Specialty |
| talent | Project |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 45.14 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is in terrible shock and unable to use their weapons. Critically Disarmed |
| beneficial effect | A flow of life spins around the target, regenerating 94.08 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 35.99 physical damage per turn. Bleeding |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
| beneficial effect | The target is recovering 24 life each turn. Recovery |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 49 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
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 Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the repented thief from death by Xawyn the forest wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed green worm. * You've found the needed vial of wight ectoplasm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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
| Psionic focus | Swordbreaker (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 80% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| On hands | Belyda (0 def, 6 armour)1.0 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +4 Cun +1 Con dps ---------- Spell.crit +5% Spell.pwr +7 (+2 eff.) Dmg.mod +9% arcane Res.pen +10% arcane Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +6 Mind.save +8 (+2 eff.) Max.HP +46.00 ---------- misc Mana/turn +0.25 Light +1 Infravis +3 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 135, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 346.71 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Belille the Lightningrip (2 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Phys.pwr +10 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Defense +2 (+0 eff.) Phys.save +10 (+3 eff.) Die.at -40.00 life HP.reg +0.40 ---------- misc Stam/turn +0.80 A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Bethuna' (9 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Melee Ret 8 mind ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+1 eff.) Fatigue +1% Phys.save +9 (+3 eff.) Mind.save +30 (+7 eff.) Die.at -40.00 life ---------- misc Infravis +2 A pair of boots made of leather. |
| Tool | Hatheroddarab the stralite torque of mindblast [power 265] (6 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) Res.pen +5% blight Melee Ret 8 blight ----- def ----- Spell.save +20 (+7 eff.) ---------- misc Max.vim +20.00 Talents +2 Silence Cooldown Silence -1 Fire a blast of psionic energies in a range 9 beam dealing 148.40 to 296.80 mind damage Puts all charms on 6 cooldown 100% to regenerate 8 hate. 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 23.08 cold and 20.35 physical damage (based on Willpower) each turn and knocking opponents back. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str dps ---------- Phys.pwr +21 (+5 eff.) Spell.pwr +24 (+8 eff.) Mind.pwr +21 (+5 eff.) Dmg.mod +16% blight +12% all ----- def ----- Resists +16% blight ---------- misc See.Invis +3 Telepathy Dragon Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of -1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? This item has been sent to the Item's Vault. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 301 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | flaming dwarven-steel dagger of massacre (26.5-34.45 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 26.5 - 34.5 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
| Around waist | hardened leather belt 'Baroleblek'1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +5% arcane Crit.dmg- 10.00% Mind.save +20 (+5 eff.) Max.HP +38.00 Cut- +10% Silence- +5% A belt that goes around your waist. |
| In off hand | Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 21% Wil, 33% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | cashmere cloak 'Amuromidin' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Acc +23 (+6 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +2 (+0 eff.) Fatigue -6% Resists +9% darkness Max.HP +57.00 HP.reg +0.80 Heal.mod +15% ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Turidig (27 def, 5 armour)2.0 T5 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +16% blight +6% acid Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +27 (+5 eff.) Resists +16% blight +3% acid Phys.save +23 (+8 eff.) Mind.save +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the duelist (+10 for 11 turns, die at -230)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 11 turns. While Heroism is active, you will only die when reaching -230 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 187 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 531 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 531 life over 5 turns. 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 ability. |
lightning rune (105 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 35.09 to 105.28 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
pixie's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +9 (+3 eff.) ----- def ----- HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
steel ring of the mind (+12%)0.1 T2 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 27% Wil, 33% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel dagger of phasing (12.5-16.25 power, 10 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.5 - 16.3 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +5.0% Atk.spd 100% Phasing +13% Sharp, short and deadly. |
truestriking dwarven-steel dagger of daylight (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 17.5 - 22.8 Physical Uses 27% Wil, 27% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 light Against +8% Undead While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 Sharp, short and deadly. |
Duvudil (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +6 Str +2 Con dps ---------- Melee+ 11 cold Dmg.mod +9% arcane +6% cold ----- def ----- Armour +2 Resists +8% cold Phys.save +20 (+7 eff.) Spell.save +30 (+10 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
90 alchemist agate0.0 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. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Yvetta the Chargewrest (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning +3% temporal Res.pen +5% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
11 emerald0.0 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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Corruptionpierce2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +6 Dex dps ---------- Dmg.mod +3% nature ----- def ----- Max.HP +40.00 ---------- misc Light +3 See.Invis +3 Telepathy Humanoid/Orc 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. |
Noonpride1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +4 Mag +2 Con dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Crit.dmg- 15.00% ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 23 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.36 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (135 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of stralite shots (18/18, 40.5-48.6 power, 5 apr)3.0 T4 shot ammo [Normal] Power 40.5 - 48.6 Physical Uses 92% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
hateful dwarven-steel torque of psychoportation [power 33] (27 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 27 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Isanny the Halfling Bladebender level 29
45th Regrowth 123rd year of Ascendancy at 02:43 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Isanny the Halfling Bladebender level 27
10th Decay 122nd year of Ascendancy at 19:27 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Isanny the Halfling Bladebender level 33
39th Pyre 123rd year of Ascendancy at 05:43 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Isanny the Halfling Bladebender level 32
80th Regrowth 123rd year of Ascendancy at 10:36 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Isanny the Halfling Bladebender level 14
4th Haze 122nd year of Ascendancy at 15:44 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Isanny the Halfling Bladebender level 11
5th Dusk 122nd year of Ascendancy at 00:00 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Isanny the Halfling Bladebender level 30
51st Regrowth 123rd year of Ascendancy at 00:15 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Isanny the Halfling Bladebender level 17
36th Haze 122nd year of Ascendancy at 12:08 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Isanny the Halfling Bladebender level 19
73rd Haze 122nd year of Ascendancy at 02:46 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 Isanny the Halfling Bladebender level 29
40th Regrowth 123rd year of Ascendancy at 02:01 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Isanny the Halfling Bladebender level 10
5th Mirth 122nd year of Ascendancy at 20:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Isanny the Halfling Bladebender level 20
74th Haze 122nd year of Ascendancy at 04:53 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Isanny the Halfling Bladebender level 30
49th Regrowth 123rd year of Ascendancy at 05:19 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Isanny the Halfling Bladebender level 12
33rd Dusk 122nd year of Ascendancy at 04:13 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Isanny the Halfling Bladebender level 31
51st Regrowth 123rd year of Ascendancy at 01:27 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Isanny the Halfling Bladebender level 28
1st Regrowth 123rd year of Ascendancy at 17:31 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Isanny the Halfling Bladebender level 6
77th Pyre 122nd year of Ascendancy at 22:03 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Isanny the Halfling Bladebender level 19
56th Haze 122nd year of Ascendancy at 10:46 see stats
They Came From Outer Space! (Nightmare (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Isanny the Halfling Bladebender level 29
40th Regrowth 123rd year of Ascendancy at 02:26 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Isanny the Halfling Bladebender level 26
10th Decay 122nd year of Ascendancy at 00:32 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Isanny the Halfling Bladebender level 17
26th Haze 122nd year of Ascendancy at 22:46 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Isanny the Halfling Bladebender level 26
10th Decay 122nd year of Ascendancy at 07:36 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Isanny the Halfling Bladebender level 22
3rd Decay 122nd year of Ascendancy at 18:01 see stats
Log
Isanny receives 17 healing from One With Blades.
Isanny's Beyond the Flesh killed Orc soldier!
Emyletta the heavy bone giant uses Throw Bones.
Isanny starts to bleed.
Emyletta the heavy bone giant hits Isanny for 0 physical damage.
Isanny is no longer evading attacks.
Isanny receives 29 healing.
Bleeding from Emyletta the heavy bone giant hits Isanny for 0 physical damage.
Orc high pyromancer calms down.
Orc high pyromancer calms down.
Orc high pyromancer casts Inferno.
Orc high pyromancer casts Inferno.
Isanny becomes vulnerable again.
Isanny receives 29 healing.
Bleeding from Emyletta the heavy bone giant hits Isanny for 0 physical damage.
Orc high pyromancer's cleansing fire area effect hits Isanny for 84 fire damage.
Orc high pyromancer's cleansing fire area effect hits Isanny for 84 fire damage.
Orc high pyromancer casts Flame.
Isanny tries to evade attacks.
Isanny is on fire!
Orc high pyromancer hits Isanny for 169 fire damage.
Isanny receives 29 healing.
Burning from Orc high pyromancer hits Isanny for 68 fire damage.
Bleeding from Emyletta the heavy bone giant hits Isanny for 48 physical damage.
Orc high pyromancer roars triumphantly.
Saving game...



















































































