











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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 | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 24 / 29% |
| Size | big |
| Lifes / Deaths | Killed by Lisona the red crystal at level 24 on the 28th Haze 122nd year of Ascendancy at 07:11 / 2Killed by Lisona the red crystal at level 24 on the 28th Haze 122nd year of Ascendancy at 11:48 |
| Antimagic | Follower |
Primary Stats
| Strength | 34 (base 16) |
| Dexterity | 18 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 58 (base 53) |
| Cunning | 52 (base 41) |
Resources
| Life | -6/929 |
| Equilibrium | 28 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 15.209317120511 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 34.182604915697 |
| See Invisible | 34.182604915697 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 32 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 36 |
| Crit Chance | 20% |
| APR | 32 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 25% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +24% |
| Blight | +12% |
| Physical | +17% |
| Cold | +12% |
| All | 0% |
| Lightning | +12% |
| Darkness | +12% |
| Fire | +12% |
| Nature | +20% |
Offense: Damage Penetration
| Cold | +19% |
| Lightning | +19% |
| Acid | +19% |
| Darkness | +19% |
| Blight | +19% |
| Physical | +19% |
| Fire | +19% |
| Nature | +19% |
Defense: Base
| Armour (hardiness) | 39.317011280365 (72.903125182002%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 5 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 17%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 17%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 60% |
Inscriptions (3/3)
| 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) Is: a nature gift Description: Activate the infusion to heal yourself for 272 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 AlchemistsUngrol 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. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
Equipment
| On feet | pair of iron boots of massiveness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +4 Con Changes damage: +5% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +4 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aeriharadur the rough leather cap (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: +6 Str / +4 Dex / +2 Wil Changes resistances: +3% fire Physical save: +3 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% A cap made of leather. |
| On hands | heroic hardened leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Mental save: +6 (+2 eff.) Maximum life: +46.00 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. |
| Tool | iron torque of clear mind [power 1] (16/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +23% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | gold quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +6 Str / +6 Con Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around neck | XytaInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +14% blight Physical save: +3 (+2 eff.) Poison immunity: +20% Disease immunity: +23% Stun/Freeze immunity: +20% Life regen: +2.00 Amulets make your neck look great! |
| In main hand | creative pulsing mindstar (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | gifted pulsing mindstar of balance (12-13 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.60 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Polybeth the cashmere cloak (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +1 Dex / +2 Mag / +2 Cun Changes resistances: +5% arcane / +12% fire Changes damage: +12% acid Physical save: +12 (+6 eff.) Spell save: +14 (+7 eff.) Mental save: +18 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel mail armour of command (10 def, 13 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun / +2 Wil Changes resistances: +15% blight / +10% darkness Mental save: +12 (+4 eff.) Light radius: +1 A suit of armour made of mail. |
Inventory
heroism infusion of the titan (die at -324; dur 6; cd 32)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: 32 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -324 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 649 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion of the duelist (speed 500%; cd 8) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% 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. 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. |
movement infusion of the titan (speed 535%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 263; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Cunning 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +11% blight Poison immunity: +22% Disease immunity: +20% Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 336 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
AshspikerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +2 Str / +3 Con Changes resistances: +26% nature Changes resistances penetration: +10% fire Changes damage: +3% lightning / +12% fire / +13% nature Rings make your fingers look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
gold lapis lazuli ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +10.00 Maximum life: +40.00 Healing mod.: +14% Rings make your fingers look great! |
gold lapis lazuli ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+5 eff.) Armour penetration: +10 Defense: +16 (+8 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 130% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +20 Rings make your fingers look great! |
psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
voratun ring 'Berakor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +1 Dex / +11 Mag / +6 Wil / +10 Cun / +3 Con Changes resistances: +12% acid Silence immunity: +10% Confusion immunity: +10% Only die when reaching: -20.00 life Spellpower: +17 (+6 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel battleaxe of massacre (40-59 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 39.5 - 59.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+6 eff.) Defense: +10 (+5 eff.) Disarm immunity: +45% Massive two-handed battleaxes. |
Glintworm the vined mindstar (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 10% When wielded/worn: Damage (Melee): 3 mind / 5 darkness Changes resistances: +2% blight Changes resistances penetration: +10% light Changes damage: +3% light / +3% nature / +3% mind / +2% darkness Talent granted: +1 Attune Mindstar Disease immunity: +11% Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar of clarity (2-2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Mental save: +3 (+1 eff.) Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Greentitan' (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +4 nature When wielded/worn: Changes stats: +4 Str / +1 Mag Changes resistances: +3% blight / +6% mind Changes damage: +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +14% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% See invisible: +12 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Muckreeve'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +6 cold When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +2 Str / +6 Wil / +5 Con Changes resistances: +9% nature Changes damage: +10% cold / +3% nature / +3% darkness Maximum life: +18.00 Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of piercingRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +6 (+4 eff.) Armour penetration: +5 Changes stats: +5 Str / +3 Dex / +5 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances penetration: +5% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.ash vilestaff 'Charmarrow' (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 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: Damage when hit (Melee): 10 mind Changes stats: +2 Wil / +4 Con Changes damage: +15% blight / +15% fire Talent granted: +1 Command Staff Life regen: +0.70 Hate when firing a critical mind attack: +5.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +2% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
hateful steel waraxe of enduring (12-18 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +7% Living When wielded/worn: Changes stats: +7 Con / +6 Wil Maximum life: +27.00 One-handed war axes. |
Yvath the AshroarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +3 Str / +1 Dex / +3 Con Changes resistances: +6% mind / +3% fire Changes damage: +9% fire Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Belechik (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Changes stats: +9 Dex Changes resistances penetration: +25% mind Reduces incoming crit damage: 15.00% Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +24 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazesting' (22 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +22 (+11 eff.) Damage when hit (Melee): 4 light Changes resistances: +2% physical / +9% fire Physical save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Vorovena' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 blight Changes stats: +3 Mag Changes resistances: +3% temporal Critical mult.: +10.00% Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchfiend (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 stats: +5 Cun / +6 Con Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +25% fire Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Unrilatharab' (6 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Fatigue: +2% Changes stats: +2 Dex Changes resistances: +3% blight Critical mult.: +5.00% Life regen: +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthochak the hardened leather gloves (0 def, 12 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+9 eff.) Physical power: +25 (+9 eff.) Armour: +12 Changes stats: +4 Dex Changes resistances: +6% temporal / +3% cold Changes damage: +3% physical 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. |
brawler's hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) 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. |
iron gauntlets 'Duvyderin' (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes resistances: +6% darkness / +3% light Spell save: +6 (+3 eff.) Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 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. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+5 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Changes stats: +2 Cun Changes resistances: +10% darkness Spell save: +12 (+6 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Cureire the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +4 Str / +4 Con Changes resistances: +7% fire / +10% cold Changes damage: +9% nature Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elawyn the Boltraze (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: +3 Con Changes resistances: +3% physical / +5% arcane / +3% mind Blindness immunity: +10% Teleport immunity: +10% A cap made of leather. |
Lelarab (16 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +16 (+8 eff.) Changes resistances: +6% blight / +3% cold / +16% nature Changes damage: +11% nature Physical save: +3 (+2 eff.) Poison immunity: +10% A pointy cloth hat, very wizardly... |
Silurin (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: +4 Dex / +3 Mag Changes damage: +3% physical Only die when reaching: -40.00 life Light radius: +3 Infravision radius: +2 A cap made of leather. |
iron helm 'Glorulrayalle' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +15% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noonripper the steel mail armour (8 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Cun / +1 Wil Changes resistances: +17% lightning / +3% light Critical mult.: +10.00% Mental save: +13 (+5 eff.) Life regen: +2.20 Stamina each turn: +1.10 Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of Eyal (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +31.00 Healing mod.: +12% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
2 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. |
67 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. |
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. |
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
brass lantern 'Bogquench'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances penetration: +5% nature Changes damage: +9% nature Maximum life: +40.00 Light radius: +5 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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Chalorand [power 188] (16/13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes damage: +6% blight Maximum mana: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. * Gain a 13% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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. |
Xybeth the elm wand of shielding [power 110] (16/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour: +2 Physical save: +3 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +20.00 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm 'Frigidspitter' [power 122] (16/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Dex / +6 Cun Changes resistances penetration: +25% cold See invisible: +6 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 (137 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 21
14th Haze 122nd year of Ascendancy at 09:00 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 15
33rd Dusk 122nd year of Ascendancy at 21:48 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 23
27th Haze 122nd year of Ascendancy at 07:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 13:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 20
69th Dusk 122nd year of Ascendancy at 13:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 14:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 9
5th Mirth 122nd year of Ascendancy at 05:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 18
61st Dusk 122nd year of Ascendancy at 15:10 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By AAAASSSSSSSSSSSSSSSS the Thalore Wyrmic level 24
28th Haze 122nd year of Ascendancy at 07:12 see stats
Log
Armoured skeleton warrior uses Overpower.
AAAASSSSSSSSSSSSSSSS resists the knockback!
AAAASSSSSSSSSSSSSSSS HEALS from acid damage!
Melee retaliation hits Armoured skeleton warrior for 26 cold, 26 cold, 26 cold (79 total damage).
Melee retaliation hits Armoured skeleton warrior for 20 cold, 20 cold (40 total damage).
Armoured skeleton warrior hits AAAASSSSSSSSSSSSSSSS for 14 physical, 7 acid, 3 healing, 16 physical, 5 acid, 3 healing (42 total damage) [6 healing].
Armoured skeleton warrior hits AAAASSSSSSSSSSSSSSSS for 60 physical, 4 blight, 8 lightning, 12 physical, 12 lightning, 13 physical, 12 lightning (122 total damage).
Lisona the red crystal receives 447 healing.
AAAASSSSSSSSSSSSSSSS gains 0% of a turn from Ancestral Life.
AAAASSSSSSSSSSSSSSSS is confused and fails to use Attack.
AAAASSSSSSSSSSSSSSSS feels pain again.
Bane of Confusion from Lisona the red crystal hits AAAASSSSSSSSSSSSSSSS for 26 darkness damage.
Erupting Shadows hits AAAASSSSSSSSSSSSSSSS for 20 darkness damage.
Dire Plague from Lisona the red crystal hits AAAASSSSSSSSSSSSSSSS for 30 darkness damage.
Armoured skeleton warrior casts Epidemic.
AAAASSSSSSSSSSSSSSSS resists Armoured skeleton warrior's 'Epidemic'!
Armoured skeleton warrior uses Shield Pummel.
AAAASSSSSSSSSSSSSSSS resists the shield bash!
AAAASSSSSSSSSSSSSSSS HEALS from acid damage!
Melee retaliation hits Armoured skeleton warrior for 31 cold, 31 cold (62 total damage).
Melee retaliation hits Armoured skeleton warrior for 23 cold damage.
Armoured skeleton warrior hits AAAASSSSSSSSSSSSSSSS for 18 physical, 14 lightning, 24 physical, 14 lightning (71 total damage).
Armoured skeleton warrior hits AAAASSSSSSSSSSSSSSSS for 22 physical, 4 blight, 4 acid, 2 healing (30 total damage) [2 healing].
AAAASSSSSSSSSSSSSSSS gains 0% of a turn from Ancestral Life.
Dire Plague rips out a piece of AAAASSSSSSSSSSSSSSSS soul!
Lisona the red crystal's spell attains critical power!
Bane of Confusion from Lisona the red crystal hits AAAASSSSSSSSSSSSSSSS for 31 darkness damage.
Dire Plague from Lisona the red crystal hits AAAASSSSSSSSSSSSSSSS for 53 darkness damage.
AAAASSSSSSSSSSSSSSSS the level 24 thalore wyrmic was shadowed to death by Lisona the red crystal on level 3 of Old Forest.


























































































































