










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 21 / 93% |
| Size | small |
| Lifes / Deaths | Killed by fire wyrm at level 21 on the 18th Regrowth 123rd year of Ascendancy at 10:40 / 1 |
Primary Stats
| Strength | 27 (base 19) |
| Dexterity | 59 (base 29) |
| Constitution | 39 (base 36) |
| Magic | 23 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 52 (base 30) |
Resources
| Life | -6/579 |
| Stamina | 150/178 |
| Healing Factor | 1.6281339712918 |
| Regeneration | 7.8896784416329 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -995 |
| Infravision | 5 |
| See Stealth | 43.264408783316 |
| See Invisible | 44.264408783316 |
| Stealth | 52.812897709017 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 64 |
| Crit Chance | 25% |
| APR | 16 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Darkness | +6% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 26 (64.692942254812%) |
| Defense | 60 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 25 |
| Mental Save | 38 |
Defense: Resistances
| Nature | + 28%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 18%( 70%) |
| Darkness | + 26%( 70%) |
| Blight | + 33%( 70%) |
| Cold | + 42%( 70%) |
| Mind | + 15%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 35% |
| Teleport Resistance | 30% |
| Blind Resistance | 5% |
| Disarm Resistance | 41% |
| Bleed Resistance | 45% |
| Stun Resistance | 32% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 297 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Insidious Poison |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.8 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 90 - 126 Accuracy: 80 (knife) APR: 14 Crit Chance: +37% Crit mult: 173% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is confused, acting randomly (chance 27%) and unable to perform complex actions. Confused |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 26 defense. Evasion |
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 |
You failed to protect the lost anorithil from death by orc cryomancer. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost anorithil from death by copperhead snake. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
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 Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Duvuhek the pair of hardened leather boots (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances: +6% blight / +6% mind / +3% light Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +5% Teleport immunity: +15% A pair of boots made of leather. |
| Quiver | Chalahek the Swamphash (18/18, 46.5-65.1 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +24 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 nature / +12 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Sunwhisper the cashmere wizard hat (2 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +2 Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Str / +6 Mag Spell save: +7 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
| Tool | Scaldwasp [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex Changes resistances penetration: +10% fire Grants telepathy: Dragon Maximum vim: +8.00 It can be used to creates a wall of flames lasting 4 turns (dealing 145 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
| On fingers | KheluharagarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Cun / +6 Dex Changes resistances: +6% light Confusion immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +5% Rings can have magical properties. |
| Around waist | 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 | SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 7 power out of 8/8) : Effective talent level: 2.0 Power cost: 7 out of 8/8. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | hardened leather gloves 'Relgazilaldir' (9 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +3% cold Physical save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Blindness immunity: +5% Disarm immunity: +41% Confusion immunity: +25% Teleport immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bethissra (14 def, 9 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +14 (+4 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +10 Dex / +5 Mag / +5 Wil / +8 Cun Changes resistances: +12% cold Physical save: +6 (+3 eff.) Mental save: +13 (+5 eff.) Cut immunity: +5% Pinning immunity: +5% Maximum life: +30.00 A suit of armour made of leather. |
| Cloak | linen cloak 'Sootweeper' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +3% darkness / +9% acid Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | FogstreakInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +15% darkness Changes resistances penetration: +5% nature Changes damage: +6% darkness Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 166)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 and cleanse 1 wound and 1 poison effect. 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. |
movement infusion (364% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 364% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the titan (501% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 125 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 242 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.invisibility rune (power 7 for 7 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 7) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
teleportation rune of the psychic (range 53)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Willpower 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. |
cleansing gold amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% nature / +16% blight Poison immunity: +20% Disease immunity: +23% Amulets can have magical properties. |
gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Amulets can have magical properties. |
insulating gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% cold / +12% fire Amulets can have magical properties. |
mindweaver's gold amulet of willpower (+8)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Wil Mental save: +6 (+2 eff.) Confusion immunity: +15% Mindpower: +5 (+3 eff.) Amulets can have magical properties. |
wanderer's steel amulet of dexterity (+7)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +7 Dex / +4 Cun / +4 Con Life regen: +0.40 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.warmaker's gold amulet of willpower (+6) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +7 Wil Amulets can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 16 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
warrior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced steel dagger of massacre (18.5-24.05 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.yew longbow Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Longbows are used to shoot arrows at your foes. |
yew longbow 'Cystfury'Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +2 nature When wielded/worn: Changes stats: +6 Con Changes resistances: +6% nature Changes resistances penetration: +10% nature Changes damage: +18% nature / +9% temporal Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 144 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.thorny mindstar (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of balance (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling of true flightRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (20.5-28.7 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.flaming stralite waraxe of massacre (39.5-55.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire One-handed war axes. |
EmiradhenorInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +7 Physical crit. chance: +3.0% Armour: +6 Damage when hit (Melee): 12 physical Changes stats: +2 Dex Physical save: +8 (+4 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
Artharoddagund (9 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Changes stats: +2 Str Changes resistances: +6% blight Physical save: +15 (+7 eff.) Spell save: +16 (+8 eff.) Mental save: +14 (+5 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe of frost (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadowgash (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +2 Cun Mental save: +30 (+10 eff.) Stamina each turn: +0.40 Maximum life: +37.00 Mental crit. chance: +3% Movement speed: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of hardened leather boots of speed (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
pair of hardened leather boots 'Bokayahir' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +10 Wil / +10 Lck Changes resistances penetration: +25% mind Changes damage: +6% acid Stealth bonus: +7 Mental save: +6 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves of dispersion (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 arcane Changes stats: +5 Wil / +4 Mag Changes resistances: +3% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of butchering (0 def, 6 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +5 (+3 eff.) Armour: +6 Changes resistances: +7% blight Spell save: +14 (+7 eff.) Mental save: +8 (+3 eff.) Maximum life: +62.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Healwrest the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +4 Str Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +12% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level.bladed dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 63.2 Physical damage. If the attack hits, the target is confused (42% 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 cap 'Emelebeth' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 mind Changes stats: +5 Cun Changes resistances: +6% acid / +10% fire / +8% cold Changes damage: +6% mind Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. |
linen wizard hat 'Belufast' (4 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% blight Changes damage: +12% physical A pointy cloth hat, very wizardly... |
miner's rough leather cap of strength (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.volcanic hardened leather armour (3 def, 11 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 7 fire Changes resistances: +10% physical / +10% fire A suit of armour made of leather. |
Xanavea (20/52, 40-56 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 52 Damage (Ranged): +8 blight / +8 temporal / +12 arcane When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
130 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
dwarven-steel pickaxe 'Lavawilter' (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire / 8 temporal Changes stats: +2 Str Changes resistances: +12% nature / +9% temporal Changes resistances penetration: +25% fire Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (71 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
pouch of dwarven-steel shots 'Nimbusvortex' (18/18, 33-39.6 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to daze at end of turn * 10% chance to knock the target back Damage (Ranged): +20 lightning / +27 physical Shots are used with slings to pummel your foes to death. |
Blindwhisper [power 23] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% darkness / +3% fire Changes resistances penetration: +10% fire Changes damage: +6% darkness It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.yew totem of cure ailments [power 2] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
11 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. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Roguelike)
Killed 1000 creatures.By Roza the Halfling Rogue level 15
36th Dusk 122nd year of Ascendancy at 02:08 see stats
Level 10 (Roguelike)
Got a character to level 10.By Roza the Halfling Rogue level 10
1st Dusk 122nd year of Ascendancy at 14:45 see stats
Level 20 (Roguelike)
Got a character to level 20.By Roza the Halfling Rogue level 20
6th Decay 122nd year of Ascendancy at 00:03 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Roza the Halfling Rogue level 18
13rd Haze 122nd year of Ascendancy at 01:45 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Roza the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 11:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Roza the Halfling Rogue level 10
7th Dusk 122nd year of Ascendancy at 05:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Roza the Halfling Rogue level 18
71st Haze 122nd year of Ascendancy at 17:46 see stats
Log
Poison gas trap's random poison area effect hits Fire wyrm for 28 nature damage.
Fire wyrm receives 4 healing from Roza.
Crippling Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Numbing Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Fire wyrm's devouring flames area effect drains life from Roza!
Fire wyrm's devouring flames area effect hits Roza for 30 fire damage.
Poison gas trap's random poison area effect hits Fire wyrm for 28 nature damage.
Fire wyrm receives 4 healing from Roza.
Talent Stealth is ready to use.
Crippling Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Poison from Poison gas trap hits Fire wyrm for 50 nature damage.
Numbing Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Roza activates Stealth.
Fire wyrm roars!
Roza is recovering from the damage!
Roza tries to evade attacks.
Roza wanders around!.
Fire wyrm hits Roza for 163 physical damage.
Roza receives 37 healing.
Crippling Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Poison from Poison gas trap hits Fire wyrm for 50 nature damage.
Numbing Poison from Poison gas trap hits Fire wyrm for 28 nature damage.
Roza is confused and fails to use Infusion: Regeneration.
Fire wyrm breathes fire!
Fire wyrm's mind surges with critical power!
Saving game...








































































































