











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.6.0Official 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.6.0Official 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 | Shadowblade |
| Level / Exp | 23 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by Veluyawe the skeleton mage at level 22 on the 2nd Allure 123rd year of Ascendancy at 08:04 / 2Killed by Betygath the corrupted plasmic disruptor at level 23 on the 7th Allure 123rd year of Ascendancy at 08:22 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 65 (base 53) |
| Constitution | 15 (base 10) |
| Magic | 17 (base 13) |
| Willpower | 28 (base 10) |
| Cunning | 65 (base 43) |
Resources
| Life | -115/513 |
| Mana | 136/347 |
| Stamina | 160/226 |
| Healing Factor | 1.1405405405405 |
| Regeneration | 79.891881629928 |
Speed
| Mental | +6.13320267245% |
| Attack | 0% |
| Movement | 0% |
| Spell | +6.13320267245% |
| Global | +113.28692054927% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
| Stealth | 45.346885989509 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 49 |
| Crit Chance | 50% |
| APR | 22 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 49 |
| Crit Chance | 48% |
| APR | 23 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 24% |
| Speed | 0.94221221523505 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +10% |
| Physical | +18% |
| Arcane | +9% |
| Acid | +33% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +27% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 27 (44.670658682635%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 30 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Physical | + 18%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 195 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (94% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 312 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Shadow Feed |
| talent | Stealth |
| talent | Trained Reactions |
| detrimental effect | The target is encased in thorny vines, dealing 20 nature damage each turn and reducing its speed by 22%. Thorn Grab |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is enveloped in shadows gaining 19 spellpower and defense. Shadowguard |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases defense by 16. Mobile Defense |
| beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
| beneficial effect | A flow of life spins around the target, regenerating 62.40 life per turn. Regeneration |
| beneficial effect | Improves/gives invisibility (power 10), reducing damage dealt by 0%. Invisibility |
| beneficial effect | All damage penetration increased by 17%. Charm: Piercing |
| beneficial effect | Reduces all incoming all damage by 45. All Psionic Shield |
| beneficial effect | The target has 30% chance to evade melee and ranged attacks and gains 14 defense. Evasion |
| beneficial effect | Increases global action speed by 35%. Speed |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.4 and stamina regeneration by 2.2. Soothing Darkness |
| beneficial effect | Fatigue reduced by 24%. Charm: Innervating |
| beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 17 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Cunning 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 orc heart. * You've found the needed pouch of bone giant dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' 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 xorn fragment. * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 to join the slavers and take part in their game. You won the ring of blood! | 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 | Xerolaith the Firewreath (0 def, 5 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 4 fire ----- def ----- Armour +5 Resists +3% nature +6% acid Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Max.HP +80.00 Poison- +20% A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(81 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Khelokan (9 def, 8 armour)1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +7 Cun dps ---------- Melee+ 8 physical Dmg.mod +5% physical Acc +5 (+2 eff.) Apr +9 ----- def ----- Armour +8 Defense +9 (+2 eff.) Phys.save +5 (+3 eff.) Spell.save +3 (+2 eff.) Die.at -40.00 life Blind- +20% ---------- misc Cooldown Double Strike -1 Steady Shot: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Obsidianedge of the Blightspawn [power 45] (22/23 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +3 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% arcane On Melee Ret: * 20% chance to reduce damage dealt by 0% * 20% chance to reduce strength, dexterity, and constitution by 0 ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 23 cooldown 100% to increase all damage penetration by 17% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +33% acid Res.pen +10% temporal Melee Ret 6 cold ----- def ----- Resists +66% acid +3% cold Def/telep +15 Res/telep +15% Dur/telep +15% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 45 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | grounding steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +15% lightning Stun/Frz- +23% Amulets can have magical properties. |
| In main hand | voratun dagger 'Growjam' (48-62.4 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Master Power 48.0 - 62.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 cold +20 mind +8 nature On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+4 eff.) ----- def ----- Resists +3% mind Sharp, short and deadly. |
| Around waist | Arimina the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Die.at -40.00 life Max.HP +33.00 ---------- misc Stam/turn +3.00 Max.stam +10.00 A belt that goes around your waist. |
| In off hand | Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +12% temporal Spell.save +5 (+3 eff.) Def/telep +12 Res/telep +12% Dur/telep +13% ---------- misc Max.mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Isalramira the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +6 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +29% acid +18% physical +12% temporal +7% cold +16% fire +5% arcane +13% lightning Phys.save +18 (+7 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 74; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -464; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 36 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost (currently 798 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 663%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 663% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 174; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 174 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 307; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 19%; physical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the duelist (power 19; resist 25%; move 43%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 43% faster, and you are invisible (power 19). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1151% over 10 turns; mana 58; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (94% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1151% for 10 turns (75 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 65; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 85; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 85 damage per debuff cleansed. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings can have magical properties. |
mule's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -7% Mind.save +6 (+2 eff.) Confus- +28% ---------- misc Max.enc +20 Rings can have magical properties. |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) HP.reg +2.00 Stun/Frz- +25% Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced dwarven-steel dagger of evisceration (19.5-25.35 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 19.5 - 25.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.2% crit / acc Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +24% Sharp, short and deadly. |
caustic yew longbow of piercing4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% crit / acc Atk.spd 100% Range +8 On Crit.r2 +12 acid +29 nature While equipped: dps ---------- Res.pen +14% acid +12% nature +11% all Acc +8 (+3 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
fungal yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% crit / acc Atk.spd 100% Range +8 While equipped: Stats +3 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 140 life over 5 turns Puts all charms on 18 cooldown Longbows are used to shoot arrows at your foes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
regal kruk cloak of battle (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Fatigue -3% Mind.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
thick kruk cloak (0 def, 5 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +5 Resists +10% cold A stylish kruk-style cloak, to look awesome. |
Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Emeloma the Mucuslore (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Dmg.mod +6% nature Res.pen +20% nature Melee Ret 2 nature 4 darkness ----- def ----- Resists +6% acid +9% nature ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of time (+12%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven Robe of the Worm (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) ----- def ----- Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerobeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Acc +3 (+1 eff.) Apr +4 ----- def ----- Armour +1 ---------- misc Telepathy Dragon Rush: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Dmg.mod +20% lightning ----- def ----- Armour +5 Resists +15% lightning On Spell Hit: 10% Lightning 1 This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Crown of Burning Pain (9 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +25% fire ----- def ----- Armour +0 Defense +9 (+2 eff.) Fatigue +4% Resists +25% fire Meteor Rain: Level 2.0 Pwr.cost 31 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 44.09 fire and 52.02 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% HP.reg +3.00 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
volcanic hardened leather armour of stability (9 def, 11 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +11 Defense +9 (+2 eff.) Fatigue +8% Resists +19% physical +10% fire Phys.save +12 (+5 eff.) A suit of armour made of leather. |
Shadowraven of the Blightspawn (16/16, 49-68.6 power, 16 apr)3.0 T3 arrow ammo [Random Unique] Master/Psionic Power 49.0 - 68.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +16 Crit +19.0% Capacity 16 Proj.spd +200% Ranged+ +29 physical +8 cold On Hit.r1 +16 mind On Crit.r2 +8 mind On Hit: 20% Netherblast 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of accuracy (20/20, 44.5-62.3 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 44.5 - 62.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +20 Apr +10 Crit +16.0% Capacity 20 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of erosion (9/17, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature/Psionic Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Ranged+ +12 nature +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
77 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Scorpionraven (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +6% nature +6% physical ----- def ----- Resists +14% nature Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 113.65 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 23 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Polima the ash totem of summon tentacle [power 145] (22/23 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Apr +1 ----- def ----- Resists +6% darkness +3% physical ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 337 Base Damage: 145 Armor: 5 All Resist: 3 Puts all charms on 23 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By JRF the Shalore Shadowblade level 22
1st Allure 123rd year of Ascendancy at 05:03 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By JRF the Shalore Shadowblade level 18
28th Haze 122nd year of Ascendancy at 04:24 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By JRF the Shalore Shadowblade level 17
15th Haze 122nd year of Ascendancy at 10:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By JRF the Shalore Shadowblade level 10
60th Dusk 122nd year of Ascendancy at 10:21 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By JRF the Shalore Shadowblade level 20
49th Haze 122nd year of Ascendancy at 10:17 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By JRF the Shalore Shadowblade level 21
69th Haze 122nd year of Ascendancy at 12:03 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By JRF the Shalore Shadowblade level 8
45th Dusk 122nd year of Ascendancy at 17:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By JRF the Shalore Shadowblade level 15
7th Haze 122nd year of Ascendancy at 15:17 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By JRF the Shalore Shadowblade level 21
62nd Haze 122nd year of Ascendancy at 12:05 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By JRF the Shalore Shadowblade level 17
15th Haze 122nd year of Ascendancy at 08:10 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By JRF the Shalore Shadowblade level 22
2nd Allure 123rd year of Ascendancy at 08:04 see stats
Log
You sense that Something has taken notice of you ...
You sense that Something has taken notice of you ...
You sense that Something has taken notice of you ...
War hound briefly catches sight of you!
JRF evades Betygath the corrupted plasmic disruptor.
Corrupted protoplasmic controller is free from the insidious blight.
Polena the Blightborn speeds up.
JRF's can be afflicted again.
Talent Flurry is ready to use.
Polena the Blightborn receives 11 healing from Temporal Restoration Field.
Thorn Grab from Isewe the corrupted dendritic hemospinner hits JRF for (18 resist armour), 0 nature (0 total damage).
Skeleton archer's Shoot hits Mirror Image for 20 physical damage.
Mirror Image is pinned to the ground.
Skeleton master archer's Pinning Shot hits Mirror Image for 23 physical damage.
War hound hits Something for 30 physical damage.
You sense that Something has taken notice of you ...
Mirror Image uses Taunt.
Mirror Image uses Taunt.
JRF uses Infusion: Regeneration.
JRF starts regenerating health quickly.
The protective shield of Betygath the corrupted plasmic disruptor disappears.
Corrupted protoplasmic controller's Acidfire cloud hits JRF for (9 resist armour), 0 acid (0 total damage).
Polena the Blightborn misses Something.
Something misses Mirror Image.
Corrupted protoplasmic controller is free from the insidious blight.
Corrupted protoplasmic controller misses Mirror Image.
Betygath the corrupted plasmic disruptor casts Invoke Darkness.
JRF reacts to damage from Betygath the corrupted plasmic disruptor, mitigating the blow!.
Saving game...




















































































































