











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Better Item Description 1.7.2This 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Wanderer |
| Level / Exp | 21 / 49% |
| Size | big |
| Lifes / Deaths | Killed by Belavea the corrupted protoplasmic controller at level 21 on the 26th Dusk 122nd year of Ascendancy at 11:56 / 1 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 16 (base 12) |
| Constitution | 33 (base 25) |
| Magic | 52 (base 50) |
| Willpower | 29 (base 12) |
| Cunning | 47 (base 26) |
Resources
| Mana | 182/285 |
| Negative | 48/90 |
| Life | -214/768 |
| Positive | 85/90 |
| Paradox | 300 |
| Psi | 119/119 |
| Healing Factor | 1.3486924236908 |
| Regeneration | 17.465566886796 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| See Invisible | 16 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +54% |
| Darkness | +12% |
| Nature | +14% |
| Blight | +11% |
| Physical | +12% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 39.773641329435 (56.297102139833%) |
| Defense | 29 |
| Ranged Defense | 36 |
| Fatigue | 8 |
| Physical Save | 34 |
| Spell Save | 40 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 42%( 70%) |
| All | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Stun Resistance | 65% |
| Poison Resistance | 12% |
| Silence Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 608% for 10 turns (323 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 196 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Oblivion | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Charged mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Demented / Doom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 3/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Feather Wind |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Energy Decomposition |
| talent | Jumpgate |
| talent | Beyond the Flesh |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The mana surge engulfs the target, regenerating 4.56 mana per turn. Surging mana |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target's has a cursed wound, reducing healing by 48%. Cursed Wound |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)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 Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Betoma the cold drake. Escort: lost warrior (level 2 of Daikara) | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You 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 |
Equipment
| Psionic focus | Treebrawn the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane/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: dps ---------- Spell.crit +8% Crit.mult +52.00% Spell.pwr +14 (+4 eff.) Melee+ 32 fire Dmg.mod +15% lightning +6% nature On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +6% nature +6% cold ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Glina (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +1 Dex dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Resists +6% mind Unarmed combat: Power 9.5 - 13.3 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | brass lantern 'Blazeburst'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +5% arcane +9% mind Die.at -80.00 life Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Thunderslicer (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight +18% lightning Acc +5 (+2 eff.) Melee Ret 2 lightning ----- def ----- Defense +1 (+1 eff.) Resists +11% blight +1% physical +9% lightning Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
| On feet | Layabeth (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% temporal +5% arcane +3% darkness Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Die.at -60.00 life Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Ravenbright [power 218] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+6 eff.) Dmg.mod +12% darkness ---------- misc Psi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% fire ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +7% blight Crit.dmg- 15.00% Poison- +12% Disease- +15% ---------- misc Infravis +1 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | gold amulet 'Salewe'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Wil +4 Cun +8 Con dps ---------- Crit.mult +10.00% Mov.spd +10% ----- def ----- Fatigue -7% Resists +18% lightning +3% light Phys.save +7 (+4 eff.) Max.HP +30.00 HP.reg +3.00 Stun/Frz- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | cruel ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/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: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Elyvena1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phasing +10% ----- def ----- Resists +12% cold HP.reg +0.70 Heal.mod +11% Disease- +20% Silence- +10% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 84% Wil Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | cashmere cloak 'Arcmalice' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +7% cold +13% blight +6% fire +15% nature +12% lightning Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Die.at -50.00 life HP.reg +3.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Poromira (12 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: ----- def ----- Armour +13 Defense +12 (+6 eff.) Fatigue +12% Crit.dmg- 15.00% Spell.save +6 (+2 eff.) Die.at -20.00 life Max.HP +53.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Inventory
healing infusion of the psychic (heal 125; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
manasurge rune of the duelist (regen 991% over 10 turns; mana 50; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 991% for 10 turns (526 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 141; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 141 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Stormvalor the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +10% lightning Apr +1 ----- def ----- Resists +6% physical Mind.save +6 (+3 eff.) ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% cold +11% fire Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +22% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +21% Rings make your fingers look great! |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash magestaff of protection (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Resists +8% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/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: dps ---------- Spell.crit +14% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Nature 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 +3 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% blight ----- def ----- HP.reg +0.70 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +18 (+6 eff.) Dmg.mod +30% darkness +30% temporal +30% light +30% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron longsword of persecution (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Disrupt Power 10.5 - 14.7 Physical Uses 60% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Against +6% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
warbringer's iron waraxe of erosion (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature/Master Power 11.5 - 16.1 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% physical ----- def ----- Disarm- +12% One-handed war axes. |
Layira the steel waraxe (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 19.0 - 26.6 Physical Uses 60% Wil Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +7 Wil +1 Mag dps ---------- Spell.pwr +25 (+7 eff.) Dmg.mod +3% blight One-handed war axes. |
horrifying vined mindstar of balance (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +4% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.20 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. |
horrifying vined mindstar of disruption (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 4 darkness Dmg.mod +4% mind +3% darkness ---------- 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. |
Daimyruineg4.0 T2 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +12 blight While equipped: Stats +12 Str +8 Dex +6 Mag +8 Wil +8 Cun +8 Con dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +6% acid Res.pen +20% blight +11% all Acc +15 (+6 eff.) Apr +11 Longbows are used to shoot arrows at your foes. |
dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% all Acc +13 (+5 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +9 lightning Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +8% lightning Acc +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychokinetic quiver of ash arrows of crippling (13/13, 17-24 power, 7 apr)3.0 T2 arrow ammo [Ego++] Master/Psionic Power 17.0 - 23.8 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 13 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
elemental pouch of iron shots (16/16, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego+] Arcane Power 15.5 - 18.6 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 On Hit: * Create an explosion dealing 70 lightning damage (1/turn) Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of accuracy (19/19, 36-43 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 36.0 - 43.2 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Acc +14 Apr +3 Crit +10.0% Capacity 19 On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
flaming pouch of voratun shots of erosion (15/23, 50-60 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego] Arcane/Nature Power 50.0 - 60.0 Physical Uses 92% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +9 nature On Hit.r1 +7 fire Shots are used with slings to pummel your foes to death. |
acidic steel shield of cold resistance (+15%) (0 def, 4 armour, 12-15 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 12.5 - 15.0 Physical Uses 60% Wil Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit: * 12% chance to reduce armor by 30% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
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 (+8 eff.) Resists -10% cold +50% fire +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. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.60 to 97.81 lightning damage (65.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
cleansing dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +11% nature +13% blight Max.HP +26.00 A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Emylaith'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag ----- def ----- Resists +6% lightning +5% temporal +3% mind ---------- misc Infravis +1 A belt that goes around your waist. |
linen cloak 'Eclipsewrest' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+1 eff.) Resists +3% light +3% temporal Max.HP +31.00 Heal.mod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arydor (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con dps ---------- Crit.mult +20.00% Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% acid +6% mind +9% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Wil +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Apr +5 ----- def ----- Armour +1 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Chargeseam (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +5 Fatigue +2% Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erokor the Gloomenvy (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Wil +3 Mag dps ---------- Melee+ 5 acid 5 fire 7 lightning 5 cold Res.pen +15% light ----- def ----- Armour +2 Resists +6% lightning +12% darkness Phys.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.5 - 20.4 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 ice +13 fire +11 lightning +6 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +25.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcshaper (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 7 darkness Dmg.mod +18% lightning +9% fire +4% darkness Melee Ret 8 lightning 4 cold ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness +3% cold Unarmed combat: Power 11.0 - 15.4 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Moonlight Ray 1 On Hit: * 6% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 19.5 - 27.3 Physical Uses 24% Wil, 64% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of precognition (5 def, 1 armour)2.0 T1 head armor [Ego+] Nature While equipped: Stats +3 Cun dps ---------- Acc +4 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% A cap made of leather. |
iron helm 'Emelavea' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness Spell.save +12 (+4 eff.) Heal.mod +15% ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 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. |
4 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. |
5 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. |
4 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. |
9 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 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
12 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. |
272 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. |
Neruth2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% physical Acc +5 (+2 eff.) ----- def ----- Armour +2 Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Betynn the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Phys.save +3 (+2 eff.) Blast the opponent's mind dealing 50 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Syd the Ogre Wanderer level 14
2nd Flare 122nd year of Ascendancy at 09:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Syd the Ogre Wanderer level 21
26th Dusk 122nd year of Ascendancy at 11:40 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Syd the Ogre Wanderer level 20
9th Dusk 122nd year of Ascendancy at 21:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Syd the Ogre Wanderer level 10
5th Mirth 122nd year of Ascendancy at 02:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Syd the Ogre Wanderer level 20
9th Dusk 122nd year of Ascendancy at 20:57 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Syd the Ogre Wanderer level 13
1st Flare 122nd year of Ascendancy at 14:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Syd the Ogre Wanderer level 6
79th Pyre 122nd year of Ascendancy at 20:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Syd the Ogre Wanderer level 6
78th Pyre 122nd year of Ascendancy at 17:09 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Syd the Ogre Wanderer level 16
3rd Dusk 122nd year of Ascendancy at 14:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Syd the Ogre Wanderer level 15
1st Dusk 122nd year of Ascendancy at 17:32 see stats
Log
Syd hits Belavea the corrupted protoplasmic controller for 117 lightning damage.
Syd hits Corrupted plasmic disruptor for 289 lightning damage.
Syd hits Something for 212 lightning damage.
Syd hits Something for (215 absorbed), 83 lightning (83 total damage).
Syd hits Bloated ooze for 518 lightning damage.
Syd killed Corrupted plasmic disruptor!
Syd killed Bloated ooze!
Syd calms down.
Talent Block is ready to use.
Talent Jumpgate: Teleport To is ready to use.
Syd's Beyond the Flesh hits Belavea the corrupted protoplasmic controller for 12 physical, 19 fire, 2 physical (34 total damage).
Thunderstorm hits Belavea the corrupted protoplasmic controller for 31 lightning damage.
Syd loses sight!
Belavea the corrupted protoplasmic controller's Acidfire cloud hits Syd for (18 dissipated), 42 acid (42 total damage).
The shattering blow creates a shockwave!
Syd is stunned!
Syd resists the stunning blow!
Something hits Syd for (21 dissipated), 140 physical, (4 dissipated), 9 mind, (21 dissipated), 160 physical, (4 dissipated), 10 mind (319 total damage).
Syd is less vulnerable.
Syd's spell attains critical power!
Syd deactivates Thunderstorm.
The furious lightning storm around Syd calms down and disappears.
Something hits Syd for (21 dissipated), 51 acid (51 total damage).
Talent Lightning is ready to use.
Talent Blunt Thrust is ready to use.
Talent Block is ready to use.
Talent Jumpgate: Teleport To is ready to use.
Syd is no longer being stalked by Something.
















































































































