
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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 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 | Female |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 25 / 9% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 33 (base 10) |
| Dexterity | 85 (base 45) |
| Constitution | 14 (base 10) |
| Magic | 50 (base 40) |
| Willpower | 11 (base 11) |
| Cunning | 51 (base 31) |
Resources
| Life | 610/610 |
| Positive | 122/122 |
| Stamina | 160/160 |
| Healing Factor | 1.1572895330003 |
| Regeneration | 11.515030853353 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 37.953047061531 |
| See Invisible | 37.953047061531 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 71 |
| Crit Chance | 28% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +38% |
| Physical | +10% |
| Blight | +8% |
| Arcane | +8% |
| Nature | +10% |
| All | +5% |
Offense: Damage Penetration
| Acid | +30% |
| Lightning | +39% |
| Cold | +38% |
| Mind | +30% |
| Blight | +40% |
| Physical | +50% |
| Fire | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 56.548331109012 (64.211109662078%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Bleed Resistance | 100% |
| Confusion Resistance | 26% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 255 damage for 4 turns. Its effects scale with your Strength 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 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.44 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Pace Yourself |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Crippling Poison |
Quests
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Isluminor the snow giant thunderer. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | 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 |
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 sandworm tooth. * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Chyromirach (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Resists +6% nature Stealth +6 Blind- +20% Stun/Frz- +10% A pair of boots made of leather. |
| Quiver | Galemachik the Frostimmortal (20/20, 40-49 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 40.5 - 48.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +14.0% Capacity 20 Ranged+ +12 mind +8 cold On Hit.r1 +8 cold On Crit.r2 +20 cold On Hit: * 10% chance to reduce all saves and defense by 19 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 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 | Ulogas (0 def, 9 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +1% Resists +5% lightning +6% temporal +3% darkness +5% arcane +2% physical Phys.save +3 (+2 eff.) HP.reg +2.00 A cap made of leather. |
| On hands | Getugen the hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 nature 5 physical Dmg.mod +5% nature +5% physical Res.pen +5% acid ----- def ----- Armour +9 Resists +6% nature +6% temporal Spell.save +9 (+5 eff.) Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +7 nature +7 physical On Hit: 10% Sand Breath 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of mindblast 'Galeba' [power 155] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +3% acid Blast the opponent's mind dealing 163 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 12% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Porybeth the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +9 (+5 eff.) Melee+ 11 light Ranged+ 12 light Dmg.mod +12% light +5% all Res.pen +15% physical Apr +3 ----- def ----- Defense +10 (+2 eff.) Resists +2% physical Mind.save +7 (+4 eff.) Confus- +26% Rings make your fingers look great! |
| On fingers | steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Duathelwarden the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- S.pwr/crit +6 Mov.spd +10% Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness Res.pen +15% blight On Hit (Melee): * 10% chance to reduce damage dealt by 16% On Melee Ret: * 5% chance to reduce damage dealt by 16% * 6% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Masteries +0.14 Technique/Buckler Training Amulets make your neck look great! |
| In main hand | Cinderspiker4.0 T3 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +26 lightning +14 cold While equipped: Stats +3 Dex dps ---------- Phys.pwr +10 (+3 eff.) Mov.spd +30% Res.pen +14% lightning +13% cold +15% fire ----- def ----- Resists +3% nature Die.at -80.00 life Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Urestir the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% blight +3% arcane Res.pen +10% physical Acc +20 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
| In off hand | exposing stralite shield of the stars (0 def, 8 armour, 46-55 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 46.0 - 55.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +16 light +13 darkness While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +15% light +12% darkness On Hit (Melee): * 7% chance to reduce all saves and defense by 19 On Melee Ret: * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +8 Fatigue +8% Resists +10% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Aralaith the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+5 eff.) S.pwr/crit +2 Acc +15 (+4 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ivulrann (8 def, 14 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 fire Ranged+ 6 fire Res.pen +5% mind Acc +5 (+1 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +7% Resists +13% fire +10% physical Max.HP +36.00 HP.reg +5.70 Heal.mod +12% A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (die at -638; 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 -638 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 638 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 220; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 81; cd 16)0.1 rune scroll [Ego] Arcane 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 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 Cunning 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 |
Aravena the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Mag +3 Wil +2 Cun ----- def ----- Resists +11% fire +11% cold ---------- misc Light +3 Amulets make your neck look great! |
Saladakira0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Mag +4 Cun ----- def ----- Resists +12% acid +13% light +14% darkness Crit.dmg- 15.00% Blind- +24% Amulets make your neck look great! |
Yvonor the Glowmaster0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +13% light +13% darkness Blind- +21% Confus- +10% Stun/Frz- +20% ---------- misc Light +2 Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gladiator's steel ring of time (+13%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +23.00 Disarm- +24% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
wizard's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Melee+ 17 light Ranged+ 12 light Dmg.mod +11% light ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Geteromilach the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Armour +10 Resists +22% darkness Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
blazebringer's rough leather sling of true flight4.0 T1 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +9 fire While equipped: dps ---------- Phys.crit +6.0% All.spd +2% Res.pen +5% fire Acc +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
steady rough leather sling of acid4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 acid While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% acid Acc +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Isugatta4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 arcane +12 fire While equipped: dps ---------- Dmg.mod +6% blight +19% fire Res.pen +7% all Acc +6 (+1 eff.) Apr +6 ----- def ----- Spell.save +3 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
warden's hardened leather sling4.0 T3 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +7% physical Res.pen +5% temporal +7% physical ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Kidunarig the pouch of iron shots (19/19, 18-22 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 18.5 - 22.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 19 Ranged+ +20 mind On Hit.r1 +12 mind On Crit.r2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 19 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
high-capacity pouch of iron shots of wind (29/29, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 29 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 155 physical damage While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (16/16, 14-17 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
arcing pouch of dwarven-steel shots of vileness (15/15, 32-39 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 21 * 25% chance for lightning to strike from the target to a second target dealing 69 damage Shots are used with slings to pummel your foes to death. |
dwarven-steel shield 'Freezebreeze' (0 def, 12 armour, 28-34 power, 118.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 Melee+ +12 fire On Hit.r1 +4 cold While equipped: dps ---------- Dmg.mod +3% fire On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) ----- def ----- Armour +12 Fatigue +8% Resists +7% acid +8% fire +5% lightning +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Radiancekill' (0 def, 6 armour, 26-32 power, 81.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +4 light On Hit.r1 +16 fire While equipped: Stats +2 Dex dps ---------- Res.pen +20% light ----- def ----- Armour +6 Fatigue +8% Resists +20% acid Crit.dmg- 10.00% ---------- misc Talents +1 Block Handheld deflection devices. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Stealth +6 A belt that goes around your waist. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Phoenixpulverizer the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +3% fire Res.pen +15% fire +5% physical Apr +3 ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
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 (+0 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. |
Daireblek the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Mag +2 Wil dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% arcane +3% blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Mana/turn +0.11 Max.mana +22.00 Max.vim +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of corrosion (+18%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +1 (+0 eff.) Resists +18% acid A pointy cloth hat, very wizardly... |
Obsidianwend the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Con dps ---------- Dmg.mod +6% darkness +3% physical Apr +1 ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Phys.save +3 (+2 eff.) A cap made of leather. |
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% A cap made of leather. |
Samorareran (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +2.0% Acc +15 (+4 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
10 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. |
4 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. |
4 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. |
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. |
4 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
319 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. |
Xeruriakira the Rainking2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +10% mind ----- def ----- Resists +2% physical Max.HP +41.00 Confus- +10% ---------- 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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 brass lantern of the sun2.0 T1 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +6% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 149.72 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
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 (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. |
elm totem of healing [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Murkbraze' [power 122] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% nature Res.pen +25% acid Melee Ret 6 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. |
soothing elm wand of clairvoyance [power 9] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nazrin the Skeleton Skirmisher level 17
25th Dusk 122nd year of Ascendancy at 12:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nazrin the Skeleton Skirmisher level 21
58th Haze 122nd year of Ascendancy at 04:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nazrin the Skeleton Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 20:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nazrin the Skeleton Skirmisher level 20
51st Haze 122nd year of Ascendancy at 10:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nazrin the Skeleton Skirmisher level 19
49th Haze 122nd year of Ascendancy at 09:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nazrin the Skeleton Skirmisher level 9
8th Mirth 122nd year of Ascendancy at 13:37 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nazrin the Skeleton Skirmisher level 24
3rd Allure 123rd year of Ascendancy at 16:13 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Nazrin the Skeleton Skirmisher level 24
3rd Allure 123rd year of Ascendancy at 07:38 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nazrin the Skeleton Skirmisher level 20
56th Haze 122nd year of Ascendancy at 17:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nazrin the Skeleton Skirmisher level 14
2nd Dusk 122nd year of Ascendancy at 20:59 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nazrin deactivates Apply Poison.
Nazrin activates Apply Poison.
Nazrin deactivates Pace Yourself.
Nazrin activates Pace Yourself.
Nazrin deactivates Numbing Poison.
Nazrin activates Numbing Poison.
Nazrin deactivates Counter Shot.
Nazrin activates Counter Shot.
Nazrin deactivates Crippling Poison.
Nazrin activates Crippling Poison.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nazrin deactivates Apply Poison.
Nazrin activates Apply Poison.
Nazrin deactivates Pace Yourself.
Nazrin activates Pace Yourself.
Nazrin deactivates Numbing Poison.
Nazrin activates Numbing Poison.
Nazrin deactivates Counter Shot.
Nazrin activates Counter Shot.
Nazrin deactivates Crippling Poison.
Nazrin activates Crippling Poison.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).








































































































