








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 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:
Inferno Race Pack 1.4.0Adds a collection of my races. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", 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:
Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ancient |
| Class | Adventurer |
| Level / Exp | 108 / 53% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 180 (base 25) |
| Dexterity | 155 (base 60) |
| Constitution | 193 (base 14) |
| Magic | 187 (base 92) |
| Willpower | 201 (base 67) |
| Cunning | 207 (base 100) |
Resources
| Psi | 381/381 |
| Mana | 902/902 |
| Negative | 346/346 |
| Vim | 482/482 |
| Life | 4751/4751 |
| Paradox | 300 |
| Stamina | 704/704 |
| Hate | 84/104 |
| Healing Factor | 2.5 |
| Regeneration | 62.964935793131 |
Speed
| Mental | +29.8805159543% |
| Attack | 0% |
| Movement | 0% |
| Spell | +29.8805159543% |
| Global | +286.92186018571% |
Vision
| Sight | 14 |
| Lite | 0 |
| Infravision | 21 |
| See Stealth | 155.96699837609 |
| See Invisible | 189.96699837609 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Barehand
| Damage | 719 |
| Accuracy | 148 |
| Crit Chance | 0% |
| APR | 71 |
| Speed | 0.62 |
Offense: Spell
| Spellpower | 175 |
| Crit Chance | 100% |
| Speed | 0.76993842583122 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 118 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +19% |
| Arcane | +8% |
| Mind | +30% |
| All | 0% |
| Lightning | +31% |
| Darkness | +70% |
| Physical | +85% |
| Fire | +52% |
| Nature | +18% |
Offense: Damage Penetration
| Physical | +108% |
| Lightning | +25% |
| Fire | +15% |
| Darkness | +11% |
Defense: Base
| Armour (hardiness) | 123.59784446612 (61.113099698964%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 116 |
| Spell Save | 106 |
| Mental Save | 116 |
Defense: Resistances
| Acid | + 48%(107%) |
| Blight | + 39%(107%) |
| Arcane | + 39%(107%) |
| Cold | + 41%(107%) |
| All | + 26%(107%) |
| Lightning | + 30%(107%) |
| Light | + 70%(107%) |
| Mind | + 47%(107%) |
| Physical | + 67%(107%) |
| Darkness | +100%(107%) |
| Fire | +100%(107%) |
| Nature | + 74%(107%) |
Defense: Immunities
| Stun Resistance | 86% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 60.84 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 130 damage for 5 turns. |
Class Talents
| Corruption / Blight | 1.50 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle ballads | 1.50 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.80 |
| 2/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Spell / Metal alchemy | 1.50 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.70 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Spell / Morph | 1.50 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Spell / Stoneshield | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Temporal | 1.70 |
| 1/5 |
| 6/5 |
| 1/5 |
| 10/5 |
| Chronomancy / Gravity | 1.50 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
| Technique / Pugilism | 2.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 7/5 |
| 8/5 |
| 10/5 |
| Corruption / Heart of Fire | 1.50 |
| 6/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Force of will | 1.50 |
| 2/5 |
| 8/5 |
| 3/5 |
| 4/5 |
| Spell / Earth | 2.20 |
| 10/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.70 |
| 1/5 |
| 10/5 |
| 10/5 |
| 4/5 |
| Corruption / Reaving combat | 1.50 |
| 1/5 |
| 7/5 |
| 6/5 |
| 6/5 |
| Technique / Unarmed discipline | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Cunning / Dirty fighting | 1.70 |
| 1/5 |
| 7/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.50 |
| 1/5 |
| 1/5 |
| 10/5 |
| 0/5 |
| Spell / Stone | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Generic Talents
| Cursed / Cursed form | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Unarmed training | 2.20 |
| 9/5 |
| 9/5 |
| 1/5 |
| 6/5 |
| Celestial / Hymns | 1.50 |
| 10/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| Technique / Mage warden | 1.50 |
| 5/5 |
| 6/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 10/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Performance arts | 1.50 |
| 10/5 |
| 6/5 |
| 5/5 |
| 10/5 |
| Wild-gift / Hunter | 1.50 |
| 1/5 |
| 7/5 |
| 1/5 |
| 7/5 |
| Undead / Ancient | 1.30 |
| 7/5 |
| 4/5 |
| 10/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 6/5 |
| 9/5 |
| 6/5 |
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Corruption / Demonic strength | 1.50 |
| 7/5 |
| 1/5 |
| 10/5 |
| 6/5 |
| Technique / Arcane veteran | 1.50 |
| 2/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Spell / Aegis | 1.80 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Elemental Destruction |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Fiery Hands |
| talent | Arcane Armor |
| talent | Arcane Shield |
| talent | Gravity Locus |
| talent | Flame of Urh'Rok |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Mana Focus |
| talent | Shock Hands |
| talent | Crystalline Focus |
| talent | Shielding |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Dark Ritual |
| talent | Shadow Feed |
| talent | Vitalise |
| talent | Hymn Nocturnalist |
| talent | Deflection |
| talent | Ballad of Precision |
| talent | Arcane Stamina |
| talent | Spellsword Combat |
| talent | Earthen Shield |
| talent | Abyssal Shield |
| talent | Metal Infusion |
| talent | Essence of Speed |
| talent | Striking Stance |
| talent | Hymn of Detection |
| talent | Elemental Stance |
| beneficial effect | Countering melee attacks: Has a 79% chance to get an automatic counter attack when avoiding a melee attack. (3.0 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. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +1. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 68% of the way to your next Rank. You have killed: 39 Uniques 16 Bosses 9 Elite Bosses 3 Veterans 4 Heroics 4 Legends 5 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
| On hands | Singewire (0 def, 7 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +34 (+4 eff.) Armour penetration: +11 Armour: +7 Effects on melee hit: * 38% chance to cause random gloom Damage (Melee): 12 arcane / 56 mind / 52 darkness Damage when hit (Melee): 12 fire Changes stats: +8 Str / +15 Dex / +13 Mag / +12 Wil / +11 Cun / +8 Con Changes resistances: +9% fire / +8% arcane / +9% nature Changes damage: +8% arcane / +18% fire Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +38 (+6 eff.) Spell save: +6 (+1 eff.) Mental save: +8 (+1 eff.) Poison immunity: +15% Disease immunity: +15% Disarm immunity: +122% Mana each turn: +0.16 Maximum life: +64.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Mindpower: +15 (+2 eff.) When used to modify unarmed attacks: Power: 168% Range: 1.1x Uses stats: 96% Wil, 50% Mag, 96% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +41 Armour Penetration: +11 Crit. chance: +22.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +26 arcane / +19 physical Burst (radius 2) on crit: +11 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Growgrind (3 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 21 nature / 4 fire Changes stats: +16 Wil / +7 Cun / +6 Con Changes resistances: +36% mind / +14% cold / +9% nature / +14% fire Changes damage: +3% fire / +30% mind / +12% nature Physical save: +42 (+7 eff.) Mental save: +36 (+6 eff.) Maximum psi: +80.00 Mindpower: +25 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Stone Wall, placing all other charms into a 68 cooldown : Effective talent level: 2.2 Power cost: 68 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 18 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 656.93 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Earudin the PurevagrantInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Mag Changes resistances: +24% acid / +12% nature Changes damage: +12% acid / +6% nature Life regen: +0.70 Maximum life: +41.00 Infravision radius: +1 See invisible: +3 Healing mod.: +11% Rings can have magical properties. |
| On fingers | Fulihir the ChargefamePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +13 (+1 eff.) Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +10 Dex / +15 Mag / +15 Wil / +9 Cun / +9 Con Changes resistances: +38% darkness / +6% lightning Changes resistances penetration: +25% lightning / +15% fire Changes damage: +19% darkness / +15% lightning Physical save: +18 (+3 eff.) Spell save: +17 (+3 eff.) Mental save: +15 (+2 eff.) Spellpower: +25 (+3 eff.) Rings can have magical properties. |
| Around neck | Elenidig the DourshaperPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +40 (+5 eff.) Physical power: +10 (+1 eff.) Armour: +8 Defense: +47 (+12 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +10 Str / +6 Wil / +5 Con / +33 Lck Changes resistances: +60% light / +6% fire / +18% blight / +6% cold / +5% arcane / +67% darkness Changes resistances cap: +7% all Changes damage: +15% blight / +15% fire / +10% physical Critical mult.: +20.00% Physical save: +47 (+7 eff.) Spell save: +40 (+7 eff.) Mental save: +23 (+4 eff.) Blindness immunity: +168% Poison immunity: +10% Silence immunity: +15% Confusion immunity: +25% Life regen: +3.00 Maximum life: +68.00 Spellpower: +15 (+1 eff.) Mindpower: +14 (+2 eff.) Infravision radius: +19 Sight radius: +4 See invisible: +29 Combat speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 39% Amulets can have magical properties. |
| Main armor | Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
| On feet | Darkspire the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +1 Fatigue: -5% Damage when hit (Melee): 4 acid / 8 darkness Changes stats: +6 Str / +2 Mag / +3 Wil / +2 Cun / +11 Con Changes resistances penetration: +13% physical Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +25 Physical save: +20 (+3 eff.) Spell save: +2 (+1 eff.) Mental save: +13 (+2 eff.) Maximum psi: +10.00 Spellpower: +4 (+0 eff.) Lowers spell cool-downs by: 10% Mindpower: +15 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 3.4 Power cost: 22 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. A pair of boots made of leather. |
| Cloak | Adiriarin the Gloomsweep (16 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +16 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Dex / +3 Mag / +5 Wil / +5 Cun Changes resistances: +18% darkness Changes resistances penetration: +11% darkness Changes damage: +16% darkness Stealth bonus: +19 Physical save: +22 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +52 (+8 eff.) Maximum hate: +4.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | GilehirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Str / +4 Dex / +6 Wil / +5 Cun Changes resistances: +6% acid / +2% physical / +5% arcane / +3% mind Physical save: +23 (+4 eff.) Spell save: +29 (+5 eff.) Mental save: +18 (+3 eff.) Silence immunity: +10% Disarm immunity: +25% Life regen: +3.60 Maximum life: +55.00 Mindpower: +9 (+1 eff.) Healing mod.: +23% Size category: +1 A belt that goes around your waist. |
Inventory
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
Cyrorinne the CinderpallPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Fatigue: -9% Damage (Melee): 14 light / 15 darkness Effects when hit in melee: * 14% chance to blind * 12% chance to inflict 15% damage reduction Damage when hit (Melee): 20 arcane / 8 fire Changes stats: +10 Dex / +10 Mag / +20 Cun / +9 Con Changes resistances: +30% fire Changes resistances cap: +7% all Changes resistances penetration: +10% fire Changes damage: +16% temporal / +30% light / +16% physical / +3% fire / +6% arcane / +23% darkness Physical save: +23 (+4 eff.) Life regen: +1.30 Stamina each turn: +0.90 Spellpower: +12 (+1 eff.) Spell crit. chance: +11% Movement speed: +10% Amulets can have magical properties. |
clarifying copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
steel amulet 'Coalsting'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 physical Changes stats: +3 Wil / +3 Con Changes resistances: +9% darkness Mental save: +6 (+1 eff.) Confusion immunity: +14% Mindpower: +7 (+1 eff.) Amulets can have magical properties. |
Infernohash the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 lightning / 16 fire Changes stats: +7 Con Changes resistances: +15% fire Changes resistances penetration: +28% fire Changes damage: +18% fire Physical save: +14 (+2 eff.) Rings can have magical properties. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Radiancequick (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -14% Changes stats: +6 Str / +2 Mag / +2 Cun / +12 Con Changes resistances: +6% light Maximum encumbrance: +26 Physical save: +20 (+3 eff.) Mental save: +13 (+2 eff.) Life regen: +4.50 Only die when reaching: -40.00 life Maximum life: +30.00 Maximum stamina: +5.00 Healing mod.: +33% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.7 Power cost: 22 out of 25/25. Range: 6 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. |
Scabreign the pair of iron boots (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +2 Str Changes resistances penetration: +15% nature Reduces incoming crit damage: 5.00% Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Life regen: +1.80 Light radius: +3 Infravision radius: +3 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Spellpower: +3 (+0 eff.) A pair of boots made of leather. |
Delehor the Glarewild (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 blight / 20 light / 20 darkness Damage when hit (Melee): 12 light Changes stats: +15 Str / +5 Dex / +10 Wil / +5 Cun / +20 Con Changes resistances: +9% blight / +21% light / +15% darkness Changes resistances penetration: +15% darkness Changes damage: +11% blight / +9% lightning / +11% darkness / +11% light Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +74 (+11 eff.) Spell save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Disarm immunity: +189% Light radius: +3 When used to modify unarmed attacks: Power: 174% Range: 1.4x Uses stats: 96% Wil, 50% Mag, 96% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 125% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 40% chance to daze at end of turn * 11% chance to blind * 55% chance to inflict 15% damage reduction Damage (Melee): +8 light / +58 physical Burst (radius 2) on crit: +12 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 6.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 38% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Huryldir (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +1 Physical power: +2 (+0 eff.) Armour: +1 Changes stats: +2 Str / +3 Dex / +4 Mag / +7 Cun Changes resistances: +12% light / +12% darkness Grants telepathy: Humanoid/Orc Physical save: +10 (+2 eff.) Only die when reaching: -40.00 life Infravision radius: +3 When used to modify unarmed attacks: Power: 154% Range: 1.4x Uses stats: 96% Wil, 50% Mag, 96% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% Burst (radius 1) on hit: +12 physical Burst (radius 2) on crit: +29 light / +32 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.5 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 332.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Wretchwarden (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +7 Damage when hit (Melee): 4 physical Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +2% physical Changes damage: +9% nature / +6% physical Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Maximum life: +43.00 When used to modify unarmed attacks: Power: 157% Range: 1.4x Uses stats: 96% Wil, 50% Mag, 96% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). Burst (radius 1) on hit: +4 nature Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 150% Range: 1.1x Uses stats: 96% Wil, 96% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lustresever (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +3 Cun / +6 Dex Changes resistances: +3% light Changes resistances penetration: +10% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A hat made of leather. Very stylish. |
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 Gems can be sold for money or used in arcane rituals. |
236 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Belybeth the alchemist's lampInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +3% all Changes damage: +20% mind / +3% physical Spell save: +8 (+2 eff.) Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +20.00 Light radius: -7 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 172 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 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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 Gems can be sold for money or used in arcane rituals. |
4 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 Gems can be sold for money or used in arcane rituals. |
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 Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Nightmare (Roguelike) difficulty) (Uniques)
Survived the Fearscape!By foesil the Ancient Adventurer level 46
4th Flare 122nd year of Ascendancy at 15:36 see stats
Home sweet home (Nightmare (Roguelike) difficulty) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By foesil the Ancient Adventurer level 98
14th Dusk 122nd year of Ascendancy at 14:02 see stats
Level 10 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 10.By foesil the Ancient Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 20.By foesil the Ancient Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:05 see stats
Level 30 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 30.By foesil the Ancient Adventurer level 30
2nd Summertide 122nd year of Ascendancy at 06:02 see stats
Level 40 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 40.By foesil the Ancient Adventurer level 40
4th Flare 122nd year of Ascendancy at 06:28 see stats
Level 50 (Nightmare (Roguelike) difficulty) (Uniques)
Got a character to level 50.By foesil the Ancient Adventurer level 50
6th Flare 122nd year of Ascendancy at 15:28 see stats
Overpowered! (Nightmare (Roguelike) difficulty) (Uniques)
Did over 6000 damage in one attack.By foesil the Ancient Adventurer level 82
13rd Dusk 122nd year of Ascendancy at 08:56 see stats
Size is everything (Nightmare (Roguelike) difficulty) (Uniques)
Did over 1500 damage in one attack.By foesil the Ancient Adventurer level 41
4th Flare 122nd year of Ascendancy at 11:33 see stats
Size matters (Nightmare (Roguelike) difficulty) (Uniques)
Did over 600 damage in one attack.By foesil the Ancient Adventurer level 12
77th Pyre 122nd year of Ascendancy at 04:22 see stats
The Arena (Nightmare (Roguelike) difficulty) (Uniques)
Unlocked Arena mode.By foesil the Ancient Adventurer level 13
3rd Mirth 122nd year of Ascendancy at 18:58 see stats
The Right thing to do (Nightmare (Roguelike) difficulty) (Uniques)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By foesil the Ancient Adventurer level 54
7th Flare 122nd year of Ascendancy at 09:11 see stats
The bigger the better! (Nightmare (Roguelike) difficulty) (Uniques)
Did over 3000 damage in one attack.By foesil the Ancient Adventurer level 63
12nd Dusk 122nd year of Ascendancy at 19:54 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 3000 gold pieces.By foesil the Ancient Adventurer level 62
12nd Dusk 122nd year of Ascendancy at 18:40 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty) (Uniques)
Amassed 1000 gold pieces.By foesil the Ancient Adventurer level 34
3rd Summertide 122nd year of Ascendancy at 02:53 see stats
Log
Foesil deactivates Gravity Locus.
Foesil deactivates Hymn of Detection.
Foesil vanishes from sight.
Foesil deactivates Stone Skin.
Foesil deactivates Fiery Hands.
Foesil deactivates Metal Infusion.
Foesil deactivates Flame of Urh'Rok.
Foesil deactivates Dark Ritual.
Foesil deactivates Shock Hands.
Foesil deactivates Elemental Destruction.
Foesil deactivates Shadow Combat.
Foesil deactivates Arcane Combat.
Foesil deactivates Crystalline Focus.
Foesil deactivates Arcane Shield.
Foesil deactivates Arcane Armor.
Foesil deactivates Vitalise.
Foesil deactivates Spellsword Combat.
Foesil deactivates Striking Stance.
Foesil deactivates Inner Power.
Foesil deactivates Arcane Feed.
Foesil deactivates Deflection.
Foesil deactivates Earthen Shield.
Foesil deactivates Abyssal Shield.
Foesil deactivates Arcane Stamina.
Foesil deactivates Shadow Feed.
Foesil deactivates Precise Strikes.
Foesil deactivates Elemental Stance.
Foesil deactivates Essence of Speed.
Foesil deactivates Shielding.
Foesil deactivates Beyond the Flesh.

























































































































































