











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 30 / 14% |
| Size | big |
| Lifes / Deaths | Killed by tormentor at level 22 on the 9th Decay 122nd year of Ascendancy at 04:41 / 2Killed by Yvyvea the orc warrior at level 30 on the 27th Regrowth 123rd year of Ascendancy at 22:37 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 17 (base 10) |
| Constitution | 22 (base 12) |
| Magic | 95 (base 60) |
| Willpower | 28 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -532/976 |
| Mana | 244/244 |
| Stamina | 207/232 |
| Positive | 29/67 |
| Healing Factor | 1.4650595610672 |
| Regeneration | 153.58219378668 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 21.26912206948 |
| See Invisible | 21.26912206948 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 29 |
| Crit Chance | 50% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +80% |
| Fire | +44% |
| Arcane | +33% |
| Mind | +21% |
| All | +15% |
Offense: Damage Penetration
| Fire | +25% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 43.416050405667 (76.629213483146%) |
| Defense | 0 |
| Ranged Defense | 8 |
| Fatigue | 27 |
| Physical Save | 42 |
| Spell Save | 48 |
| Mental Save | 37 |
Defense: Resistances
| Mind | + 26%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 60%( 70%) |
| Darkness | + 38%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 5%( 70%) |
| Fire | 0%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 15% |
| Disarm Resistance | 40% |
| Knockback Resistance | 30% |
| Confusion Resistance | 100% |
| Stun Resistance | 65% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 482 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 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 / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Righteous Strength |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
| beneficial effect | A flow of life spins around the target, regenerating 103.98 life per turn. Regeneration |
| beneficial effect | Reduces light damage received by 16%. Premonition Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| beneficial effect | Increases the effectiveness of all healing the target receives by 27%. Empowered Healing |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | Increases crit chance by 10% and critical power by 40%. 2 charge(s). Ogre Fury |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Giant Jack Justice. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by orc assassin. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glowbrand the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Dmg.mod +21% light +18% arcane Res.pen +15% light ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc Light +3 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (81 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 54.93 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +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. |
| On fingers | wizard's gold ring of clarity0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) Mind.save +7 (+3 eff.) Confus- +32% Rings can have magical properties. |
| On fingers | Gibrebeth the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind +5% all ----- def ----- Armour +6 Phys.save +30 (+10 eff.) HP.reg +0.60 Rings can have magical properties. |
| Around neck | Glaldarin the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Fatigue -8% Resists +26% mind +9% lightning Crit.dmg- 15.00% Spell.save +12 (+4 eff.) Silence- +15% Confus- +38% Stun/Frz- +15% Amulets can have magical properties. |
| In main hand | Eksatin's Ultimatum (63-94.5 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
| Around waist | rough leather belt 'Nugen'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +3 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +5 (+2 eff.) Die.at -20.00 life A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+0 eff.) Rng.Def +8 (+8 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Burntouch the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +15% fire Res.pen +25% fire Melee Ret 20 fire ----- def ----- Defense +2 (+0 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 | Lightbore the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: Stats +3 Str +4 Dex +4 Wil +2 Cun dps ---------- Dmg.mod +12% light Melee Ret 12 light ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +14% light +13% darkness ---------- misc Infravis +2 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 325)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 320)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 320 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+9 for 9 turns, die at -543)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd 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 -543 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+24 for 10 turns, die at -1134)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -1134 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 430 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 430 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (262.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 256.11 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 589 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 589 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 57)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
vitalizing steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +31.00 HP.reg +0.60 Blind- +15% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Bogblow the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +6% nature +13% physical Res.pen +20% nature ----- def ----- Resists +13% physical Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings can have magical properties. |
marksman's steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 24 light Ranged+ 20 light Acc +8 (+4 eff.) On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -4% Resists +22% nature ---------- misc Max.enc +21 Rings can have magical properties. |
wizard's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Spell.save +8 (+3 eff.) Rings can have magical properties. |
Ivunne (57-85.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 57.0 - 85.5 Mind Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Phasing +30% While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Resists +6% mind Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Lightbright (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Nature Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +40 insidious poison +16 arcane On Hit.r1 +4 light On Crit.r2 +8 light While equipped: dps ---------- Dmg.mod +12% light +3% arcane Res.pen +5% light On Hit (Melee): * 30% chance to blind Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Xanywe the stralite greatmaul (57.5-86.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 57.5 - 86.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 blight On Crit: * cripple the target While equipped: dps ---------- Phys.crit +19.0% Dmg.mod +6% physical Res.pen +13% nature Acc +12 (+5 eff.) Apr +1 ----- def ----- Defense +13 (+0 eff.) Resists +5% all +1% physical Phys.save +12 (+4 eff.) Disarm- +43% Massive two-handed mauls. |
stralite greatmaul 'Alugar' (54.5-81.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Psionic Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +54 insidious poison +4 acid On Hit.r1 +4 acid On Crit.r2 +8 mind +13 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- All.spd +3% Dmg.mod +3% acid Res.pen +12% fire Massive two-handed mauls. |
iron greatsword (15.5-24.8 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Getifang the steel longsword (18-25.2 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 cold While equipped: Stats +2 Dex +1 Con dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +7 (+0 eff.) Disarm- +26% ---------- misc Light +3 Sharp, long, and deadly. |
arcing iron mace of massacre (19-26.6 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
dwarven-steel mace 'Manychak' (36-50.4 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Dex +1 Mag ----- def ----- Heal/summ +30 ---------- misc Infravis +3 See.Invis +6 Telepathy Dragon Blunt and deadly. |
iron mace (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Dex +3 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Glarelace the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +5 Fatigue +2% Resists +5% lightning +5% temporal Poison- +25% Confus- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargerip the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Phys.crit +2.0% Crit.mult +9.00% Dmg.mod +4% arcane +3% physical Res.pen +5% lightning ----- def ----- Armour +1 Resists +9% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 244.39 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Runyyalen the Satyrrip (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Mag +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% nature ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +18 Telepathy Demon/Minor Demon/Major A cap made of leather. |
Xanimira the Glintmaim (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +20% light Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +9% light +12% lightning Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
dwarven-steel helm 'Daymarrow' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Dmg.mod +21% light +12% acid Res.pen +10% light ----- def ----- Armour +4 Fatigue +4% Resists +30% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Getimas' (3 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +25.00% Dmg.mod +3% physical ----- def ----- Armour +3 Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duathelpython (8 def, 2 armour, 31-37.2 power, 81.5 block)7.0 T3 shield armor [Rare] Arcane When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +82 Melee+ +12 lightning While equipped: Stats +3 Dex dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Dmg.mod +12% darkness Res.pen +25% darkness On Melee Ret: * 14% chance to daze at end of turn ----- def ----- Armour +2 Defense +8 (+0 eff.) Rng.Def +8 (+8 eff.) Fatigue +12% Resists +13% lightning Mind.save +12 (+5 eff.) Heal/summ +30 ---------- misc Talents +3 Block Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 9-10.8 power, 42.5 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +42 While equipped: ----- def ----- Armour +7 Defense +4 (+0 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.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)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Olekalthorab'1.0 T3 lite [Rare] Master While equipped: ----- def ----- Resists +12% nature +9% light Crit.dmg- 15.00% Phys.save +6 (+2 eff.) Blind- +10% Pinning- +10% Teleport- +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
14 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 566.95 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Giant Jack Justice the Ogre Sun Paladin level 25
8th Allure 123rd year of Ascendancy at 10:22 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Giant Jack Justice the Ogre Sun Paladin level 28
18th Regrowth 123rd year of Ascendancy at 07:47 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Giant Jack Justice the Ogre Sun Paladin level 27
12nd Regrowth 123rd year of Ascendancy at 17:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Giant Jack Justice the Ogre Sun Paladin level 17
42nd Dusk 122nd year of Ascendancy at 02:45 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Giant Jack Justice the Ogre Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 10:41 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Giant Jack Justice the Ogre Sun Paladin level 20
63rd Dusk 122nd year of Ascendancy at 11:54 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Giant Jack Justice the Ogre Sun Paladin level 30
24th Regrowth 123rd year of Ascendancy at 05:30 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Giant Jack Justice the Ogre Sun Paladin level 13
15th Dusk 122nd year of Ascendancy at 06:35 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Giant Jack Justice the Ogre Sun Paladin level 22
9th Decay 122nd year of Ascendancy at 19:57 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Giant Jack Justice the Ogre Sun Paladin level 27
13rd Regrowth 123rd year of Ascendancy at 00:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Giant Jack Justice the Ogre Sun Paladin level 8
7th Mirth 122nd year of Ascendancy at 11:17 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Giant Jack Justice the Ogre Sun Paladin level 11
7th Flare 122nd year of Ascendancy at 15:33 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Giant Jack Justice the Ogre Sun Paladin level 16
40th Dusk 122nd year of Ascendancy at 08:18 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Giant Jack Justice the Ogre Sun Paladin level 15
38th Dusk 122nd year of Ascendancy at 22:57 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Giant Jack Justice the Ogre Sun Paladin level 22
9th Decay 122nd year of Ascendancy at 04:42 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Giant Jack Justice the Ogre Sun Paladin level 24
5th Allure 123rd year of Ascendancy at 03:07 see stats
Log
Giant Jack Justice casts Bathe in Light.
Giant Jack Justice recovers sight.
The protective shield of Giant Jack Justice disappears.
Talent Assault is ready to use.
Giant Jack Justice receives 29 healing.
A shield forms around orc elite fighter.
A shield forms around Yvyvea the orc warrior.
A shield forms around Giant Jack Justice.
Yvyvea the orc warrior receives 31 healing from Giant Jack Justice's healing light area effect.
Orc elite fighter receives 25 healing from Giant Jack Justice's healing light area effect.
Giant Jack Justice receives 27 healing from Giant Jack Justice's healing light area effect.
Yvyvea the orc warrior receives 116 healing.
Giant Jack Justice casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Yvyvea the orc warrior is a martyr.
Yvyvea the orc warrior hits Giant Jack Justice for (4 absorbed), 0 light, (4 absorbed), 0 light (0 total damage).
Shield of Light hits Yvyvea the orc warrior for (1 blocked), 0 light, (19 blocked), 0 light (0 total damage).
Giant Jack Justice hits Yvyvea the orc warrior for (169 blocked), 0 physical, (11 blocked), 0 light (0 total damage).
Yvyvea the orc warrior uses Assault.
Your shield crumbles under the damage!
The shield around Giant Jack Justice crumbles.
Yvyvea the orc warrior performs a melee critical strike against Giant Jack Justice!
Giant Jack Justice deactivates Second Life.
Giant Jack Justice has been healed by a blast of positive energy!
The shield around Yvyvea the orc warrior crumbles.
Yvyvea the orc warrior performs a melee critical strike against Giant Jack Justice!
Yvyvea the orc warrior roars triumphantly.
Saving game...




















































































































