Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.3Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows 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 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 23 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 23 on the 1st Haze 122nd year of Ascendancy at 12:20 / 1 |
Primary Stats
| Strength | 61 (base 53) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 51 (base 46) |
| Willpower | 32 (base 10) |
| Cunning | 20 (base 12) |
Resources
| Life | -67/648 |
| Positive | 59/66 |
| Stamina | 218/221 |
| Healing Factor | 1.3561497326203 |
| Regeneration | 5.3567914438503 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -23.333333333333% |
| Spell | +15.976611343673% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 27 |
| Crit Chance | 37% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 10% |
| Speed | 0.86224281638709 |
| Cooldown Reduction | 31.265045382342 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 37.062037804251 (89.102564102564%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 23 |
| Physical Save | 32 |
| Spell Save | 32 |
| Mental Save | 37 |
Defense: Resistances
| All | + 17%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Bleed Resistance | 15% |
| Confusion Resistance | 21% |
| Disarm Resistance | 90% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Righteous Strength |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target is wide awake and has 201% resistance to sleep effects. Insomnia |
| beneficial effect | Increase light and physical damage by 18%. Righteous Strength |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been revealed, reducing its stealth power by 20. Luminescence |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is disabled, reducing movement speed by 23% and accuracy by 17. Disable |
| beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 16%, reducing spell cooldowns by 31%, and preventing damage over 66% of your maximum life from a single hit. Suncloak |
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 Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by spitting spider. Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Layorille the king cobra. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 length of troll intestine. * You've found the needed ice wyrm tooth. * You've found the needed orc heart. | 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 within20 lumberjacks have died. | 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 | Gloretha the Swamptreason (0 def, 3 armour) Gloretha the Swamptreason (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 20 nature Changes resistances: +6% nature Changes resistances penetration: +25% arcane Changes damage: +3% nature Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+5 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Emelena the steel ring Emelena the steel ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +9 Defense: +13 (+7 eff.) Changes stats: +3 Cun Changes resistances: +3% lightning Spell save: +3 (+1 eff.) Cut immunity: +15% Stun/Freeze immunity: +23% Life regen: +1.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 98% 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 can have magical properties. |
| On fingers | Searscar the steel ring Searscar the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +15% blight Changes damage: +3% fire Stun/Freeze immunity: +22% Life regen: +1.30 Spellpower: +5 (+2 eff.) Mindpower: +12 (+6 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | plaguebringer's stralite greatsword of massacre (67-107.2 power, 15 apr) plaguebringer's stralite greatsword of massacre (67-107.2 power, 15 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 67.0 - 107.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Crit. chance: +16.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 7% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +39% Massive two-handed swords. |
| On hands | Loremadan (0 def, 1 armour) Loremadan (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str / +1 Mag Talent granted: +4 Iron Grip Disarm immunity: +90% Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum life: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Aruvena the steel mail armour (11 def, 20 armour) Aruvena the steel mail armour (11 def, 20 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +17% Damage when hit (Melee): 8 mind / 14 physical Changes stats: +2 Wil Changes resistances: +14% light / +14% darkness Changes damage: +3% arcane Blindness immunity: +5% Stun/Freeze immunity: +15% Mental crit. chance: +4% A suit of armour made of mail. |
| Cloak | Strikeworth (1 def, 0 armour) Strikeworth (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +2 Con Changes resistances: +6% light / +18% lightning Changes damage: +6% light Physical save: +6 (+3 eff.) Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Erygar the Glimmerstalker Erygar the GlimmerstalkerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +12% lightning / +5% physical Stun/Freeze immunity: +22% Life regen: +1.40 Stamina each turn: +0.50 Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 131% / cooldown 64%) medical injector implant of the psychic (efficiency 131% / cooldown 64%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 119% / cooldown 63%) medical injector implant of the titan (efficiency 119% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the duelist (+9 for 9 turns, die at -396) heroism infusion of the duelist (+9 for 9 turns, die at -396)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -396 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 417 for 4 turns)shielding rune of the wizard (absorb 417 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 417 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Eilinoganne the steel amulet Eilinoganne the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +4 Dex / +5 Cun / +3 Con Changes resistances: +12% lightning / +6% cold / +13% mind Physical save: +3 (+2 eff.) Confusion immunity: +32% Stun/Freeze immunity: +24% Life regen: +0.30 Stamina each turn: +0.30 Movement speed: +10% Amulets can have magical properties. |
Withering Orbs 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 (+3 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... |
Xanota the Dimhunter Xanota the DimhunterInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +8 Dex Changes resistances: +20% darkness / +6% fire Changes resistances penetration: +20% darkness Changes damage: +9% fire Amulets can have magical properties. |
cleansing copper amulet of healing 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: +11% nature / +10% blight Poison immunity: +20% Disease immunity: +23% Cut immunity: +40% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stabilizing steel amulet of mastery (0.15 Celestial / Light) stabilizing steel amulet of mastery (0.15 Celestial / Light)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.15 Celestial / Light Pinning immunity: +26% Knockback immunity: +27% Amulets can have magical properties. |
steel amulet 'Rholedan' steel amulet 'Rholedan'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +1 Wil Changes resistances: +6% physical Mental save: +12 (+5 eff.) Life regen: +1.00 Stamina each turn: +0.30 Mental crit. chance: +1% Amulets can have magical properties. |
Amogar the Taintfoe Amogar the TaintfoeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Wil Changes resistances: +6% acid Changes damage: +6% nature / +12% acid Mental save: +6 (+3 eff.) Rings can have magical properties. |
copper ring 'Balyregohor' copper ring 'Balyregohor'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes damage: +15% mind Grants telepathy: Dragon Life regen: +0.70 Equilibrium when hit: +0.04 Maximum life: +44.00 Maximum psi: +20.00 Mindpower: +4 (+2 eff.) Healing mod.: +12% Rings can have magical properties. |
gold ring 'Cindernigh' gold ring 'Cindernigh'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+4 eff.) Fatigue: -6% Changes stats: +4 Wil Changes resistances: +9% fire Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +3% fire Maximum encumbrance: +29 Mental save: +8 (+4 eff.) Movement speed: +15% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
steel ring 'Chargeslice' steel ring 'Chargeslice'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +2 Dex Reduces incoming crit damage: 10.00% Life regen: +0.70 Maximum life: +50.00 Light radius: +3 Infravision radius: +3 Healing mod.: +13% Rings can have magical properties. |
titan's copper ring of clarity titan's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of light (+24%) wizard's steel ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% light Changes damage: +12% light Spell save: +6 (+3 eff.) Rings can have magical properties. |
stralite greatmaul of shearing (54.5-81.75 power, 3 apr) stralite greatmaul of shearing (54.5-81.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +19 Changes resistances penetration: +10% physical Changes damage: +13% physical Massive two-handed mauls. |
hardened leather belt 'Aravena' hardened leather belt 'Aravena'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +6 Dex / +3 Wil / +4 Cun Maximum psi: +50.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% Infravision radius: +2 See invisible: +6 A belt that goes around your waist. |
rough leather belt 'Aeregund' rough leather belt 'Aeregund'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Wil / +1 Con Changes resistances: +6% cold / +5% fire Grants telepathy: Dragon See invisible: +15 A belt that goes around your waist. |
rough leather belt 'Sparkmire' rough leather belt 'Sparkmire'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Dex / +2 Mag / +1 Wil Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) Light radius: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. rough leather belt of shieldingrough leather belt of shielding Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 It can be used to create a temporary shield that absorbs 185 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Kindlewhisper the linen cloak (1 def, 0 armour) Kindlewhisper the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +5 Cun / +3 Wil Grants telepathy: Dragon Maximum life: +31.00 Light radius: +2 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ashwake (0 def, 4 armour) Ashwake (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 fire Changes stats: +3 Str / +2 Con Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +15% mind / +6% fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Curedare (0 def, 1 armour) Curedare (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +2 Con Changes resistances: +6% lightning / +6% temporal Critical mult.: +6.00% Life regen: +0.20 Maximum life: +20.00 A pair of boots made of leather. |
pair of voratun boots of disengagement (0 def, 5 armour) pair of voratun boots of disengagement (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +3 Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 68% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Healroar (0 def, 2 armour) Healroar (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +2 Damage when hit (Melee): 12 nature Changes stats: +6 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) Life regen: +1.60 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
sand drakeskin leather gloves of strength (+4) (0 def, 11 armour) sand drakeskin leather gloves of strength (+4) (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +11 Damage (Melee): 11 physical Changes stats: +4 Str Changes damage: +11% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Searsun (0 def, 7 armour) Searsun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +9% cold / +9% light / +3% fire Allows you to breathe in: water Physical save: +3 (+2 eff.) Disarm immunity: +10% Pinning immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Strikefurnace the iron helm (0 def, 3 armour) Strikefurnace the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 lightning / 16 blight Changes resistances: +6% lightning / +6% cold Changes damage: +6% blight Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Voidmoon (0 def, 3 armour) Voidmoon (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Con Changes damage: +6% darkness Grants telepathy: Dragon Equilibrium when hit: +0.20 Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm of the bounder (0 def, 3 armour) bladed iron helm of the bounder (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +8 Str / +5 Dex It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 352.5 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Salireba' (6 def, 7 armour) hardened leather hat 'Salireba' (6 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +3 Str / +4 Dex / +1 Wil Mental save: +8 (+4 eff.) Only die when reaching: -80.00 life Maximum stamina: +10.00 Light radius: +1 A hat made of leather. Very stylish. |
duelist's drakeskin leather armour (12 def, 14 armour) duelist's drakeskin leather armour (12 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+6 eff.) Fatigue: +8% Changes stats: +6 Cun / +6 Dex A suit of armour made of leather. |
3 aquamarine 3 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. |
opal 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. |
topaz 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Beychak BeychakPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Damage when hit (Melee): 12 fire Changes stats: +7 Str / +3 Mag / +4 Wil Changes resistances: +6% fire Mana when firing critical spell: +2.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 77.41 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 77.41 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (86 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel spike attachment steel spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Armour: +8 Fatigue: +1% Damage when hit (Melee): 20 physical Tinkers can be attached to normal items to improve them with steam power! |
steel torque of thermal psionic shield 'Tuliregofang' [power 49] (20 cooldown) steel torque of thermal psionic shield 'Tuliregofang' [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +3.0% Changes stats: +2 Str Physical save: +12 (+6 eff.) Stamina each turn: +0.80 Maximum life: +20.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 49 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Duathelmaster the elm totem of cure ailments [power 1] (10 cooldown) Duathelmaster the elm totem of cure ailments [power 1] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +4 Str / +4 Dex / +5 Con Changes resistances penetration: +10% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle See invisible: +12 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shiny Aloe the Shalore Sun Paladin level 14
12nd Dusk 122nd year of Ascendancy at 07:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shiny Aloe the Shalore Sun Paladin level 22
73rd Dusk 122nd year of Ascendancy at 06:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shiny Aloe the Shalore Sun Paladin level 10
75th Pyre 122nd year of Ascendancy at 02:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shiny Aloe the Shalore Sun Paladin level 20
55th Dusk 122nd year of Ascendancy at 12:07 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Shiny Aloe the Shalore Sun Paladin level 10
77th Pyre 122nd year of Ascendancy at 18:10 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shiny Aloe the Shalore Sun Paladin level 19
47th Dusk 122nd year of Ascendancy at 13:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shiny Aloe the Shalore Sun Paladin level 13
4th Flare 122nd year of Ascendancy at 07:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shiny Aloe the Shalore Sun Paladin level 12
2nd Mirth 122nd year of Ascendancy at 14:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shiny Aloe the Shalore Sun Paladin level 12
3rd Mirth 122nd year of Ascendancy at 13:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shiny Aloe the Shalore Sun Paladin level 23
74th Dusk 122nd year of Ascendancy at 06:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shiny Aloe the Shalore Sun Paladin level 16
28th Dusk 122nd year of Ascendancy at 20:55 see stats
Log
Belyrithra the thief casts Moonlight Ray.
Talent Path of the Sun is ready to use.
Talent Stunning Blow is ready to use.
Belyrithra the thief hits Shiny Aloe for 140 darkness damage.
Eluldavena the drem summons a War Hound!
Epidemic from Shiny Aloe hits Eluldavena the drem for 33 blight damage.
Betebrethra the dredgling's Channel Staff hits Shiny Aloe for 47 temporal damage.
Shiny Aloe casts Healing Light.
Shiny Aloe receives 195 healing.
Belyrithra the thief casts Searing Light.
Belyrithra the thief hits Shiny Aloe for 101 light damage.
Talent Suncloak is ready to use.
Talent Mark of Light is ready to use.
War hound hits Shiny Aloe for 74 physical damage.
Shiny Aloe hits War hound for 18 physical, 3 blight, 4 fire, 21 nature, 8 mind (54 total damage).
Eluldavena the drem uses Stunning Blow.
Eluldavena the drem resists the mind attack!
Shiny Aloe resists the stunning blow!
Shiny Aloe hits Golem (servant of Ce'Nasetha the cutpurse) for (15 absorbed), 0 physical, (3 absorbed), 0 blight, (4 absorbed), 0 fire, (18 absorbed), 0 nature, (7 absorbed), 0 mind (0 total damage).
Shiny Aloe hits Eluldavena the drem for 15 physical, 3 blight, 5 fire, 15 nature, 3 mind (41 total damage).
Epidemic from Shiny Aloe hits Eluldavena the drem for 33 blight damage.
Golem (servant of Ce'Nasetha the cutpurse) hits Shiny Aloe for 3 physical damage.
Eluldavena the drem hits Shiny Aloe for 38 physical, 8 arcane, 5 light (51 total damage).
Belyrithra the thief's light area effect hits Shiny Aloe for 49 light damage.
Betebrethra the dredgling's Channel Staff hits Shiny Aloe for 70 temporal damage.
Shiny Aloe casts Suncloak.
Shiny Aloe is energized and protected by the Sun!
Saving game...
