












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 24 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 77th Haze 122nd year of Ascendancy at 11:31 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 60 (base 54) |
| Constitution | 16 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 14 (base 11) |
| Cunning | 53 (base 47) |
Resources
| Life | -110/547 |
| Stamina | 51/201 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 5.5365300409361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 38.571311566212 |
| See Invisible | 38.571311566212 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Lightning | +18% |
| Fire | +11% |
| Temporal | +3% |
| Darkness | +12% |
| Physical | +10% |
| Cold | +3% |
| Nature | +15% |
Offense: Damage Penetration
| Nature | +25% |
| Cold | +20% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.719009130622 (56.026343845506%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 1.9238052216851 |
| Physical Save | 12 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 33%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 59%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 313 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed green worm. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Polenne the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +10% lightning / +6% temporal / +2% physical / +5% arcane / +3% mind Changes damage: +3% temporal Spell save: +12 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brighttaint (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Reduces incoming crit damage: 5.00% Spell save: +3 (+2 eff.) Mental save: +3 (+2 eff.) Life regen: +2.00 Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| On hands | Pitchpulverizer the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +15% cold Changes resistances penetration: +10% mind Changes damage: +6% mind / +12% darkness Life regen: +3.00 Stamina each turn: +1.00 Maximum stamina: +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing [power 194] (12/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
| On fingers | Xarada the FesterspikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% acid / +3% nature Changes resistances penetration: +25% nature Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Light radius: +1 Rings make your fingers look great! |
| Around neck | insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
| In main hand | cured leather sling 'Glowveil'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +7.0% Effects on ranged hit: * 10 arcane resource burn Damage when hit (Melee): 10 light Changes resistances: +12% blight / +5% arcane / +6% nature / +9% acid Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Urthandur the SleetresolveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +18% lightning / +18% fire Changes resistances penetration: +20% cold Changes damage: +3% cold Maximum life: +35.00 A belt that goes around your waist. |
| In off hand | Zubuwen the dwarven-steel shield (0 def, 15 armour, 32-38 power, 78.5 block)Requires: - Shield usage training - Cunning 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +15 Fatigue: +8% Changes stats: +3 Str Changes resistances: +20% acid / +12% temporal / +1% physical Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Lisymina' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Con Changes resistances: +6% nature Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Arochak' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +27% lightning / +5% arcane / +16% fire / +22% nature / +9% all Changes damage: +18% lightning / +11% fire / +15% nature Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 87; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 150; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 150 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 242; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 242 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 76; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.Eclipsebraid the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +12% lightning / +14% light / +33% darkness / +5% arcane Blindness immunity: +27% Amulets make your neck look great! |
archmage's copper amulet =2mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +5% cold / +4% lightning Spellpower: +4 (+4 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
clarifying steel amulet of manastreaming =2mag=Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +14% mind Confusion immunity: +22% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets make your neck look great! |
insulating steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
restful copper amulet of mastery (0.10 Cunning / Called Shots)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Talent mastery: +0.10 Cunning / Called Shots Life regen: +1.00 Amulets make your neck look great! |
gold ring 'Urthoroddarach' =2mag=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +2 Mag / +8 Wil / +12 Cun Blindness immunity: +21% Hate when firing a critical mind attack: +2.00 Spellpower: +7 (+6 eff.) Mindpower: +8 (+4 eff.) Infravision radius: +5 See stealth: +10 See invisible: +10 Rings make your fingers look great! |
pixie's steel ring =2mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Mag Spellpower: +5 (+5 eff.) Rings make your fingers look great! |
sneakthief's gold ring of luminosity =3mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Damage (Melee): 15 light Damage (Ranged): 15 light Changes stats: +5 Dex / +3 Mag / +5 Cun Changes damage: +12% light Rings make your fingers look great! |
truestriking dwarven-steel dagger of enduring (18-23 power, 7 apr) =7con=Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Changes stats: +7 Con / +7 Wil Changes resistances penetration: +8% physical Maximum life: +35.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Hathuroddaldir the ash magestaff (15-18 power, 3 apr, fire element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Damage when hit (Melee): 6 physical Changes stats: +5 Dex / +3 Con Changes resistances penetration: +10% blight Changes damage: +9% blight / +15% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal ash vilestaff of invocation (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+10 eff.) Spell crit. chance: +2% Damage Shield penetration: +12% Damage Shield Power: +9% It can be used to conjure elemental energy in a radius 4 cone, dealing 14.42 to 17.31 acid damage Activation puts all charms on cooldown for 7 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash starstaff of might (17-20 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% temporal Talent granted: +1 Command Staff Spellpower: +9 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Flowerdash the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% nature Changes resistances penetration: +10% nature Damage against: +17% Summoned Reduced damage from: +20% Summoned Maximum psi: +10.00 Mindpower: +20 (+10 eff.) A belt that goes around your waist. |
Nimbuswrack the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +3 Str / +6 Dex / +1 Wil / +4 Cun / +3 Con Changes resistances: +12% lightning Mental crit. chance: +5% A belt that goes around your waist. |
Obsidianbreak the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +4 Dex / +4 Cun / +5 Lck Changes resistances: +6% temporal / +6% cold Trap disarming bonus: +10 Stealth bonus: +8 Maximum life: +80.00 Infravision radius: +4 A belt that goes around your waist. |
Yvuma the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Mental save: +3 (+2 eff.) Life regen: +0.60 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mental crit. chance: +5% Healing mod.: +12% A belt that goes around your waist. |
spiritwalker's hardened leather belt =5mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Mana each turn: +0.28 Maximum mana: +29.00 A belt that goes around your waist. |
Geturoddazor the Quenchpiety (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 6 cold Changes resistances: +11% cold Changes resistances penetration: +10% fire / +5% cold Changes damage: +9% cold / +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Daimathel' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 Changes resistances: +9% lightning Physical save: +6 (+6 eff.) Pinning immunity: +10% Life regen: +4.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of power (0 def, 0 armour) =5mag=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% all Changes damage: +7% all Mana each turn: +0.19 Psi each turn: +0.14 Spellpower: +13 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
alchemist's dwarven-steel gauntlets (0 def, 2 armour) =2mag=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +2 Mag / +2 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's hardened leather gloves (0 def, 2 armour) =3mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 6 cold / 5 lightning Changes stats: +3 Mag / +3 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashedge the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid Changes resistances: +16% lightning / +6% temporal / +3% acid Changes damage: +15% acid / +6% lightning Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of the depths (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Toruyalin' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +3 Con Changes resistances: +6% nature Mindpower: +5 (+3 eff.) A cap made of leather. |
shielding cashmere wizard hat of fire (+19%) (2 def, 0 armour) =3mag=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag Changes resistances: +19% fire Changes damage: +13% fire Spell save: +5 (+3 eff.) A pointy cloth hat, very wizardly... |
cured leather armour of the hero (6 def, 4 armour) =3mag=Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun Maximum life: +34.00 A suit of armour made of leather. |
steel shield 'Infernorace' (0 def, 4 armour, 16-20 power, 39 block) =2mag=Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 10 fire Changes stats: +2 Str / +2 Mag Changes resistances: +7% acid / +6% fire / +8% lightning / +7% cold Talent granted: +1 Block Reduces incoming crit damage: 15.00% Light radius: +3 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows of wind (21/21, 20-29 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
9 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. |
63 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ebonytitan =4mag=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Changes stats: +3 Str / +4 Mag / +3 Cun / +1 Con Changes resistances penetration: +5% darkness Light radius: +7 Infravision radius: +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
barbed pouch of iron shots of amnesia (21/21, 20-23 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of wind (20/20, 19-23 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Travel speed: +200% Damage (Ranged): +10 cold Damage (radius 2) on crit: +5 cold Shots are used with slings to pummel your foes to death. |
Areldatira [power 165] (12/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% fire Changes damage: +3% mind Stun/Freeze immunity: +20% See invisible: +6 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 182 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 35. Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of mindblast [power 110] (12/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
9 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. |
evasive elm wand of lightning storm [power 116] (12/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pew Pew the Shalore Skirmisher level 14
30th Dusk 122nd year of Ascendancy at 19:59 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Pew Pew the Shalore Skirmisher level 20
18th Haze 122nd year of Ascendancy at 13:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Pew Pew the Shalore Skirmisher level 19
10th Haze 122nd year of Ascendancy at 07:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Pew Pew the Shalore Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 17:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Pew Pew the Shalore Skirmisher level 20
11st Haze 122nd year of Ascendancy at 04:14 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Pew Pew the Shalore Skirmisher level 22
35th Haze 122nd year of Ascendancy at 18:21 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Pew Pew the Shalore Skirmisher level 18
8th Haze 122nd year of Ascendancy at 23:18 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Pew Pew the Shalore Skirmisher level 10
4th Flare 122nd year of Ascendancy at 10:27 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 Pew Pew the Shalore Skirmisher level 23
62nd Haze 122nd year of Ascendancy at 00:52 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Pew Pew the Shalore Skirmisher level 11
10th Flare 122nd year of Ascendancy at 01:07 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Pew Pew the Shalore Skirmisher level 23
61st Haze 122nd year of Ascendancy at 10:59 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pew Pew the Shalore Skirmisher level 17
73rd Dusk 122nd year of Ascendancy at 03:27 see stats
Log
Storm drake is back to normal.
Storm drake shrugs off the effect 'Slow'!
Storm drake starts to bleed.
Pew Pew's Counter Shot hits Storm drake for 34 physical, 13 mind, 0 arcane (47 total damage).
Urkis, the High Tempest casts Freeze.
Pew Pew reacts to damage from Urkis, the High Tempest, mitigating the blow!.
Pew Pew is encased in ice!
Urkis, the High Tempest hits Pew Pew for (24 flat reduction), (52 reacted , -6 stam), 108 cold (108 total damage).
--------------------------------
Pew Pew activates her ash totem of healing!
Bleeding from Pew Pew hits Iceblock for 8 physical damage.
Pew Pew uses Block.
Melee retaliation hits Iceblock for 9 light damage.
Storm drake hits Pew Pew for (48 blocked), 0 physical (0 total damage).
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest receives 359 healing.
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Pew Pew uses Bash and Smash.
Melee retaliation hits Iceblock for 9 light damage.
Pew Pew hits Iceblock for 15 physical damage.
Bleeding from Pew Pew hits Iceblock for 8 physical damage.
Melee retaliation hits Iceblock for 9 light damage.
Storm drake hits Pew Pew for (24 flat reduction), (11 to ice), 16 physical (16 total damage).
Urkis, the High Tempest casts Lightning.
Storm drake resists!
Urkis, the High Tempest hits Storm drake for 157 lightning damage.
Urkis, the High Tempest hits Pew Pew for (24 flat reduction), (74 to ice), 111 lightning (111 total damage).
Pew Pew the level 24 shalore skirmisher was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.

































































































