












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Better Item Description 1.7.4This 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 32 / 66% |
| Size | big |
| Lifes / Deaths | Killed by ghast at level 32 on the 9th Allure 123rd year of Ascendancy at 15:08 / 1 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 20 (base 18) |
| Constitution | 13 (base 13) |
| Magic | 74 (base 54) |
| Willpower | 23 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -154/896 |
| Mana | 302/422 |
| Insanity | 55/100 |
| Healing Factor | 1.1683363011316 |
| Regeneration | 13.026949757617 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 25.223953584336 |
| See Invisible | 25.223953584336 |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 42 |
| Crit Chance | 26% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +15% |
| Arcane | +42% |
| Cold | +29% |
| All | 0% |
| Darkness | +63% |
| Light | +27% |
| Temporal | +3% |
| Physical | +5% |
| Lightning | +6% |
Offense: Damage Penetration
| Lightning | +15% |
| Darkness | +20% |
| Blight | +25% |
| Arcane | +20% |
| Mind | +10% |
| Cold | +31% |
Defense: Base
| Armour (hardiness) | 44.36174050493 (81.898876157654%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 37 |
| Physical Save | 31 |
| Spell Save | 42 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 9%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 581 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 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 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 95. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * You've found the needed black mamba head. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 72, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 313.79 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | iron helm 'Thundernail' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +6% lightning Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Mayewyn the Shockjeer [power 2] (21 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% arcane +15% darkness Res.pen +15% lightning +20% arcane ----- def ----- Spell.save +3 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Radhyharabar'0.1 T3 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Crit.chn- 15.00% HP.reg +3.00 Heal.mod +10% Cut- +20% Stun/Frz- +58% Rings make your fingers look great! |
| On fingers | 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 (+6 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. |
| Around waist | spiritwalker's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) ---------- misc Mana/turn +0.15 Max.mana +20.00 A belt that goes around your waist. |
| In main hand | voratun greatsword 'Leladan' (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 temporal +13 light Against +34% Undead On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 90 cold damage (1/turn) While equipped: dps ---------- Phys.crit +14.0% Crit.mult +40.00% Dmg.mod +3% temporal +14% cold Res.pen +31% cold Apr +12 ----- def ----- Resists +3% blight +9% temporal Massive two-handed swords. |
| On hands | heroic dwarven-steel gauntlets of the starseeker (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +6 Fatigue +3% Resists +6% light +7% darkness Mind.save +7 (+4 eff.) Max.HP +40.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 103.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rejuvenating dwarven-steel plate armour of resilience (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +28.00 HP.reg +4.90 ---------- misc Stam/turn +1.30 A suit of armour made of metal plates. |
| Cloak | Umbrablast the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +30% arcane +18% darkness Res.pen +10% darkness +25% blight Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 ----- def ----- Defense +2 (+2 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 298 strength, based on Magic) for 5 turns. Uses 20 power out of 8/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
heroism infusion (die at -320; dur 7; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -320 life. The duration and life will increase by 1% for every 1% life you have lost (currently 695 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -452; dur 7; cd 29)0.1 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 endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -452 life. The duration and life will increase by 1% for every 1% life you have lost (currently 981 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -652; dur 7; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -652 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1416 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 708%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 425; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. 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 nature talent. |
regeneration infusion of the warrior (heal 396; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 396 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 nature talent. |
regeneration infusion of the wizard (heal 394; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 39%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 188; dur 6; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 188 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 289; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 289 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Polylerille0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +21% physical Apr +7 ----- def ----- Resists +18% light +16% darkness Blind- +25% Poison- +20% Stun/Frz- +20% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (153). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
serendipitous steel amulet of cunning (+7)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +4 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +8 (+5 eff.) Unseen.red 11% Amulets make your neck look great! |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +22% Amulets make your neck look great! |
wanderer's gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +5 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.53 cold and 11.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
savage's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag +2 Con dps ---------- Melee+ 11 light Ranged+ 11 light Dmg.mod +11% light ----- def ----- Spell.save +11 (+3 eff.) ---------- misc Max.stam +11.00 Rings make your fingers look great! |
savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) HP.reg +2.00 Stun/Frz- +29% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Emelusemina the Quenchwinnow (28-43 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 19 arcane resource burn While equipped: Stats +2 Str +2 Wil +5 Cun +2 Con dps ---------- Res.pen +20% cold ---------- misc Light +3 Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
dwarven-steel greatmaul 'Zeroyagen' (48-71 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 47.5 - 71.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +17 blight On Hit: * 28% chance to reduce strength, dexterity, and constitution by 26 While equipped: dps ---------- Crit.mult +20.00% Res.pen +15% physical Acc +25 (+8 eff.) ----- def ----- Defense +20 (+11 eff.) Resists +5% arcane Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
elemental steel greatmaul of massacre (36-53 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 35.5 - 53.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +19% acid Massive two-handed mauls. |
Dagireran (38-61 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Phys.crit +7.0% Res.pen +14% all Acc +17 (+5 eff.) Apr +14 On Hit (Melee): * 20% chance to reduce armor by 36% ---------- misc Max.stam +30.00 Massive two-handed swords. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
mighty yew longbow of lightning4.0 T3 longbow 2H weapon Reqs Dex 24 [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+4 eff.) Dmg.mod +17% lightning Longbows are used to shoot arrows at your foes. |
Eilinowyn (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit.r2 +16 mind While equipped: Stats +3 Dex +2 Cun +2 Con dps ---------- Dmg.mod +6% mind Acc +6 (+2 eff.) ----- def ----- Defense +6 (+4 eff.) Disarm- +22% ---------- misc Infravis +2 Sharp, long, and deadly. |
Thunderreek the dwarven-steel longsword (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +16 lightning +12 arcane On Crit.r2 +8 arcane While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +11.0% Crit.mult +22.00% Apr +11 ----- def ----- Resists +5% arcane +6% lightning ---------- misc Light +3 Sharp, long, and deadly. |
Mayyldawen the Singepassion (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 36% While equipped: Stats +4 Str +2 Con dps ---------- Phys.crit +2.0% Mind.crit +3% Phys.pwr +25 (+7 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Defense +25 (+14 eff.) Resists +6% fire Heal.mod +18% Heal/summ +34 ---------- misc Talents +1 Attune Mindstar 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. |
hardened leather sling 'Eladhemina'4.0 T3 sling 1H weapon Reqs Dex 24 [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +9.0% Dmg.mod +18% arcane Acc +35 (+11 eff.) ---------- misc Reload +4 Stam/turn +2.00 Mana/turn +0.08 Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's cured leather sling4.0 T2 sling 1H weapon [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +7 (+4 eff.) On Hit (Ranged): * 5 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of enduring4.0 T1 sling 1H weapon [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +6 Con +5 Wil ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
Prismspar the ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light +15% fire Res.pen +10% blight +15% physical Melee Ret 10 blight ----- def ----- Armour +8 ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing deep-steel trident of crippling (29-46 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Master Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
steel waraxe 'Zanurak' (24-33 power, 5 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +16 blight While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Crit.mult +10.00% Acc +10 (+3 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 One-handed war axes. |
balancing hardened leather belt of the mystic1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +5% Spell.pwr +4 (+1 eff.) ----- def ----- Mind.save +8 (+4 eff.) A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Bokihad'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Mind.pwr +3 (+2 eff.) Melee Ret 2 physical ----- def ----- Armour +2 Defense +5 (+4 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Dryvor the Willowthorn (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% blight +11% cold +5% arcane +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendourquencher the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +10% light Acc +30 (+10 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Phys.save +3 (+2 eff.) ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glowvagrant' (2 def, 12 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Dmg.mod +6% light ----- def ----- Armour +12 Defense +2 (+2 eff.) Resists +6% light +5% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+9 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Gloroth (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Cun +8 Dex dps ---------- Dmg.mod +12% lightning +15% acid ----- def ----- Resists +18% lightning +7% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethiriathra (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% ----- def ----- Armour +1 Fatigue -5% Resists +1% physical Phys.save +5 (+3 eff.) ---------- misc Max.enc +24 Equi/ret +0.08 Max.hate +6.00 A pair of boots made of leather. |
Bloomtaint (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +10% nature +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +18% fire +16% cold HP.reg +4.00 Heal.mod +13% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardugund the Flashmaim (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning Crit.chn- 15.00% ---------- misc Infravis +1 See.Invis +3 Rush: Puts all charms on 21 cooldown Level 1.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Saludarinn' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +1 Resists +3% blight Phys.save +11 (+6 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+3 eff.) Disease- +20% A pair of boots made of leather. |
pair of rough leather boots 'Tundrashear' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +1% Mind.crit +2% Crit.mult +5.00% Mov.spd +25% Melee Ret 8 cold ----- def ----- Armour +1 A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Velayana (0 def, 3 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +12 Cun +8 Dex dps ---------- Crit.mult +10.00% Mind.pwr +10 (+5 eff.) Acc +8 (+2 eff.) Apr +13 Melee Ret 10 mind ----- def ----- Armour +3 Mind.save +18 (+7 eff.) ---------- misc Hate/m.crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 20 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 210.29 fire damage over 3 turns. 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. |
hardened leather gloves 'Unlightterror' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun dps ---------- Acc +7 (+2 eff.) Apr +6 On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Resists +9% acid +12% cold +6% light +3% nature Crit.chn- 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamerazor the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +6 Dex +4 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +15% light +6% fire ----- def ----- Defense +2 (+2 eff.) Resists +22% light +12% fire ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Glowwrecker the cashmere wizard hat (32 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +12% light Melee Ret 4 physical ----- def ----- Defense +32 (+17 eff.) Resists +8% fire +8% cold A pointy cloth hat, very wizardly... |
Isilramira (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +4 Mag +8 Wil +5 Cun +4 Con dps ---------- Melee Ret 6 acid ----- def ----- Defense +2 (+2 eff.) Crit.chn- 15.00% Phys.save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
augmenting cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% acid +12% light +5% lightning +4% cold +6% arcane +6% fire ----- def ----- Defense +2 (+2 eff.) Resists +18% light A pointy cloth hat, very wizardly... |
cashmere wizard hat of fire (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% fire ----- def ----- Defense +2 (+2 eff.) Resists +19% fire A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +8 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+2 eff.) Mind.save +22 (+9 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 111 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
stabilizing dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+7 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+4 eff.) A cap made of leather. |
werebeast's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Dex +3 Wil +5 Cun +3 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Zubevena (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +10 Defense +3 (+3 eff.) Fatigue +12% Resists +7% acid +5% cold +12% light +19% fire Max.HP +26.00 HP.reg +3.00 Heal.mod +12% Confus- +10% ---------- misc Breathe water A suit of armour made of mail. |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +12% nature +12% blight A suit of armour made of mail. |
Grinarain the Nighttaint (6 def, 4 armour)9.0 T2 light armor [Rare] Arcane While equipped: Stats +4 Dex +4 Mag +9 Wil +2 Con dps ---------- Melee Ret 8 darkness ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +7% Resists +13% light +12% darkness ---------- misc Infravis +3 A suit of armour made of leather. |
Breezeglory the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +9% darkness Res.pen +25% nature Melee Ret 8 nature On Hit (Melee): * 20% chance to slow global speed by 49% * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +11 Fatigue +22% Resists +30% lightning +8% physical Phys.save +17 (+9 eff.) A suit of armour made of metal plates. |
dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +7% mind Mind.save +15 (+6 eff.) A suit of armour made of metal plates. |
quiver of yew arrows of torment (19/19, 34-47 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Psionic Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
49 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. |
8 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. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 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. |
5 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 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. |
Chamylin the Scorpiongrinder (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% nature +10% acid Melee Ret 2 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 112.31 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 112.31 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Velasewe'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+4 eff.) Resists +9% temporal Phys.save +3 (+2 eff.) Die.at -20.00 life Max.HP +62.00 HP.reg +2.00 Disease- +20% ---------- misc Light +3 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. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +51.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Lightningfear the steel torque of mindblast [power 165] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +15% lightning ----- def ----- Armour +4 Defense +15 (+9 eff.) Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 51] (21 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 21 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of healing [power 248] (13 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of stinging [power 374] (16 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 374 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
5 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. |
3 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. |
7 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asliana the Ogre Writhing One level 15
8th Dusk 122nd year of Ascendancy at 22:47 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Asliana the Ogre Writhing One level 19
40th Dusk 122nd year of Ascendancy at 09:32 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Asliana the Ogre Writhing One level 29
79th Haze 122nd year of Ascendancy at 11:15 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Asliana the Ogre Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 11:26 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Asliana the Ogre Writhing One level 20
41st Dusk 122nd year of Ascendancy at 10:57 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Asliana the Ogre Writhing One level 30
3rd Allure 123rd year of Ascendancy at 01:14 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Asliana the Ogre Writhing One level 19
32nd Dusk 122nd year of Ascendancy at 15:11 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Asliana the Ogre Writhing One level 28
63rd Haze 122nd year of Ascendancy at 18:30 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Asliana the Ogre Writhing One level 19
41st Dusk 122nd year of Ascendancy at 10:54 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Asliana the Ogre Writhing One level 16
25th Dusk 122nd year of Ascendancy at 02:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Asliana the Ogre Writhing One level 8
1st Mirth 122nd year of Ascendancy at 22:42 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Asliana the Ogre Writhing One level 13
4th Flare 122nd year of Ascendancy at 02:08 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Asliana the Ogre Writhing One level 29
70th Haze 122nd year of Ascendancy at 21:00 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Asliana the Ogre Writhing One level 26
57th Haze 122nd year of Ascendancy at 05:45 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asliana the Ogre Writhing One level 16
25th Dusk 122nd year of Ascendancy at 00:33 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Asliana the Ogre Writhing One level 32
9th Allure 123rd year of Ascendancy at 14:51 see stats
Log
Ghast receives 18 healing from Ghast's purging blight area effect.
Lord of Skulls (warrior) receives 14 healing from Ghast's purging blight area effect.
Ghoul receives 18 healing from Ghast's purging blight area effect.
Ghast receives 17 healing from Ghast's purging blight area effect.
Ghast receives 36 healing from Ghast's purging blight area effect.
Armoured skeleton warrior receives 13 healing from Ghast's purging blight area effect.
Melee retaliation hits Risen Ghoul for 6 acid damage.
Ghast receives 37 healing from Ghoulking's purging blight area effect.
Ghast receives 37 healing from Ghoulking's purging blight area effect.
Ghoul receives 37 healing from Ghoulking's purging blight area effect.
Ghast receives 34 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 27 healing from Ghoulking's purging blight area effect.
Lord of Skulls (warrior) receives 28 healing from Ghoulking's purging blight area effect.
Armoured skeleton warrior receives 67 healing from Ghast's purging blight area effect.
Ghast receives 92 healing from Ghast's purging blight area effect.
Ghast receives 92 healing from Ghast's purging blight area effect.
Lord of Skulls (warrior) receives 69 healing from Ghast's purging blight area effect.
Ghoul receives 92 healing from Ghast's purging blight area effect.
Ghast receives 85 healing from Ghast's purging blight area effect.
Ghast receives 92 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Asliana for 7 healing, 52 blight (52 total damage) [7 healing].
Asliana's defiled blood area effect hits Risen Ghoul for 23 darkness damage.
Asliana's defiled blood area effect hits Ghast for 18 darkness damage.
Asliana's defiled blood area effect hits Ghast for 42 darkness damage.
Asliana's defiled blood area effect hits Lord of Skulls (warrior) for (13 blocked), 0 darkness (0 total damage).
Asliana's defiled blood area effect hits Ghoul for 18 darkness damage.
Asliana's defiled blood area effect hits Ghast for 17 darkness damage.
Asliana's defiled blood area effect hits Ghast for 19 darkness damage.
Asliana's defiled blood area effect hits Armoured skeleton warrior for 16 darkness damage.
Asliana the level 32 ogre writhing one was debilitated by noxious blight before falling to death by a ghast on level 9 of Dreadfell.









































































































































