













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.6.0Official 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 | Thalore |
| Class | Rogue |
| Level / Exp | 17 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Obanaug the halfling at level 17 on the 43rd Dusk 122nd year of Ascendancy at 10:11 / 1 |
Primary Stats
| Strength | 17 (base 11) |
| Dexterity | 53 (base 31) |
| Constitution | 26 (base 20) |
| Magic | 13 (base 10) |
| Willpower | 16 (base 11) |
| Cunning | 54 (base 40) |
Resources
| Life | -185/462 |
| Stamina | 82/133 |
| Healing Factor | 1.1224489795918 |
| Regeneration | 94.162244897956 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 48 |
| Crit Chance | 29% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 48 |
| Crit Chance | 34% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +6% |
| Blight | +6% |
| Arcane | +4% |
| Nature | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 21 (49.309173272933%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 19 |
| Mental Save | 30 |
Defense: Resistances
| Nature | + 17%( 70%) |
| Lightning | + 24%( 70%) |
| Acid | + 25%( 70%) |
| Cold | + 19%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 11%( 70%) |
| Fire | + 12%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Pinning Resistance | 25% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 81 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Quickdraw |
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Apply Poison |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Has 3 throwing knives prepared: 3 KnivesRange: 7 Net Damage: 85 - 119 Accuracy: 63 (knife) APR: 10 Crit Chance: +44% Crit mult: 195% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | Huge cut that bleeds, doing 8.80 physical damage per turn. Bleeding |
| beneficial effect | A flow of life spins around the target, regenerating 81.64 life per turn. Regeneration |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Parrying melee and ranged attacks: Has a 47% chance to deflect up to 16 damage from the next 1.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by slumbering giant venus flytrap. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | Chillresolve the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +5.00% Res.pen +15% mind Melee Ret 4 cold ----- def ----- Armour +3 Resists +9% nature Phys.save +8 (+4 eff.) Spell.save +9 (+5 eff.) Mind.save +17 (+9 eff.) ---------- misc Hate/m.crit +1.00 A pair of boots made of leather. |
| Light source | Tulirach the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Max.HP +41.00 ---------- 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. |
| On head | Emeletha the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% physical Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Die.at -40.00 life ---------- misc Max.stam +20.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% arcane +6% blight ----- def ----- Armour +2 Resists +5% blight Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +7 arcane +5 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick elm wand of shielding [power 98] (16 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ebonyward the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% * 20 arcane resource burn * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +5% arcane +9% cold Max.HP +22.00 Disarm- +21% Pinning- +25% Knockbk- +28% Rings can have magical properties. |
| On fingers | Serpentvault0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +6% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +20% acid +3% nature Rings can have magical properties. |
| Around neck | wanderer's copper amulet of manastreaming0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +1 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.19 Max.mana +21.00 Amulets can have magical properties. |
| In main hand | Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
| Around waist | insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% cold +6% fire A belt that goes around your waist. |
| In off hand | steel dagger of evisceration (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.5 - 15.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +7 (+2 eff.) Sharp, short and deadly. |
| Cloak | Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.6 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | Balarin the cured leather armour (12 def, 9 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +6 Dex +1 Mag +1 Wil +6 Cun dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +9 Defense +12 (+4 eff.) Fatigue +7% Resists +19% lightning +6% blight Crit.dmg- 10.00% ---------- misc See.Invis +18 A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (die at -263; dur 6; cd 28)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 6 turns. While Heroism is active, you will only die when reaching -263 life. The duration and life will increase by 1% for every 1% life you have lost (currently 630 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
miner's pair of rough leather boots of tirelessness (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.40 Max.stam +10.00 Infravis +1 A pair of boots made of leather. |
4 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. |
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. |
2 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
2 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. |
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. |
3 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. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shela Shade the Thalore Rogue level 11
2nd Flare 122nd year of Ascendancy at 17:20 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Shela Shade the Thalore Rogue level 10
5th Mirth 122nd year of Ascendancy at 07:30 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shela Shade the Thalore Rogue level 17
32nd Dusk 122nd year of Ascendancy at 19:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Shela Shade the Thalore Rogue level 8
3rd Mirth 122nd year of Ascendancy at 02:00 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Shela Shade the Thalore Rogue level 15
18th Dusk 122nd year of Ascendancy at 03:32 see stats
Log
Obanaug the halfling uses Block.
LIFE LOST WARNING!
Bleeding from Obanaug the halfling hits Shela Shade for 8 physical damage.
Keyboard input temporarily disabled.
Shela Shade uses Infusion: Regeneration.
Shela Shade starts regenerating health quickly.
Obanaug the halfling is no longer evading attacks.
Deep Wound from Shela Shade hits Obanaug the halfling for (36 blocked), 0 physical (0 total damage).
Deadly Poison from Shela Shade hits Obanaug the halfling for (47 blocked), 0 nature (0 total damage).
Obanaug the halfling's fiery vapour area effect hits Obanaug the halfling for (61 blocked), 0 fire (0 total damage).
Obanaug the halfling's fiery vapour area effect hits Shela Shade for 56 fire damage.
Talent Stealth is ready to use.
Bleeding from Obanaug the halfling hits Shela Shade for 8 physical damage.
Shela Shade uses Tumble.
Shela Shade uses Disengage.
Shela Shade uses Fan of Knives.
Obanaug the halfling deflects the projectile from Shela Shade to the east!
Obanaug the halfling deflects the projectile from Shela Shade to the north!
Obanaug the halfling's supercharge is fading.
Obanaug the halfling's deep wound closes.
Shela Shade's Fan of Knives hits Obanaug the halfling for (39 blocked), 0 physical, 0 arcane, (5 blocked), 0 blight (0 total damage).
Shela Shade's Fan of Knives hits Obanaug the halfling for (52 blocked), 0 physical, 0 arcane, (5 blocked), 0 blight (0 total damage).
Shela Shade's Fan of Knives hits Obanaug the halfling for (46 blocked), 0 physical, 0 arcane, (5 blocked), 0 blight (0 total damage).
Deadly Poison from Shela Shade hits Obanaug the halfling for (47 blocked), 0 nature (0 total damage).
Obanaug the halfling uses To The Arms.
Obanaug the halfling performs a melee critical strike against Shela Shade!
Shela Shade reacts to an attack from Obanaug the halfling, mitigating the blow!.
Saving game...
























































































