










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4Ashes of Urh'Rok 1.7.4Official Expansion!EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 23 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Porille the wolf at level 22 on the 11st Haze 122nd year of Ascendancy at 10:27 / 2Killed by Assassin Lord at level 23 on the 58th Haze 122nd year of Ascendancy at 07:14 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 25 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 64 (base 53) |
| Willpower | 59 (base 47) |
| Cunning | 18 (base 11) |
Resources
| Life | -81/405 |
| Mana | 127/515 |
| Healing Factor | 1.1460311219417 |
| Regeneration | 1.0887295658447 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.1760371282653E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 9 |
| See Stealth | 21 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 34 |
| Crit Chance | 13% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Temporal | +26% |
| Arcane | +10% |
| Fire | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 39 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 16%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 16%( 70%) |
| Temporal | + 32%( 70%) |
| Fire | + 40%( 70%) |
| Physical | + 12%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 33% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 82 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 866% for 10 turns (43 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Silosenne the wolf. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You abandoned lost defiler, to death. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | [vs. Aeryrin (5 def, 9 armour) (On feet)]Aeryrin (5 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 (-) Defense: +5 (+2 eff.) (-) Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Damage (Melee): 0(-10) item expose Changes resistances: +6%(-) lightning / +6%(-) temporal / +5%(-) arcane / +3%(-) acid Only die when reaching: -60.00 life (-) A pair of boots made of leather. |
| Light source | [vs. alchemist's lamp 'Splendourreign' (Light source)]alchemist's lamp 'Splendourreign' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1(-) Str / +2(-) Dex / +4(-) Mag / +1(-) Con Changes damage: +3%(-) light Light radius: +10 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. stabilizing linen wizard hat of the sentry (1 def, 0 armour) (On head)]stabilizing linen wizard hat of the sentry (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +3(-) Wil Physical save: +5 (+4 eff.) (-) Infravision radius: +4 (-) See stealth: +6 (-) See invisible: +5 (-) Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42% and attempts to push all creatures other than yourself out of its radius, inflicting 8.56 light damage and 8.31 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | [vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]overpowered elm wand of lightning storm [power 170] (28/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. voratun ring 'Islissra' (On fingers, 1 of 2)]voratun ring 'Islissra' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+11 eff.) (-) Armour penetration: +12 (-) Defense: +14 (+7 eff.) (-) Changes stats: +6(-) Cun / +7(-) Dex Changes resistances: +3%(-) acid / +3%(-) temporal Blindness immunity: +33% (-) Confusion immunity: +20% (-) Infravision radius: +4 (-) See stealth: +15 (-) See invisible: +19 (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! Tap to cycle through comparison choices |
| On fingers | [vs. voratun ring 'Islissra' (On fingers, 1 of 2)]Lorylar the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-7) Dex / +2 Mag / +3 Wil / +0(-6) Cun / +2 Con Changes resistances: +0%(-3%) acid / +22% fire / +0%(-3%) temporal Changes damage: +11% fire Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +1 (-3) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt 'Stokegasher' (Around waist)]rough leather belt 'Stokegasher' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) fire Changes resistances: +6%(-) acid / +1%(-) physical Life regen: +0.70 (-) Only die when reaching: -20.00 life (-) Maximum life: +60.00 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
| In main hand | [vs. Penitence (15-18 power, 4 apr, arcane element) (In main hand)]Penitence (15-18 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +40%(-) blight / +30%(-) arcane Damage affinity(heal): +20%(-) arcane Talents granted: +1.00(-) Command Staff Spell save: +15 (+8 eff.) (-) Disease immunity: +50% (-) Spellpower: +15 (+5 eff.) (-) Spell crit. chance: +10% (-) It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
| On hands | [vs. rough leather gloves 'Hellclash' (15 def, 3 armour) (On hands)]rough leather gloves 'Hellclash' (15 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +15 (+7 eff.) (-) Damage (Melee): 5(-) fire Changes resistances: +5%(-) fire Changes damage: +7%(-) fire Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. timebroken cashmere robe of time (+15%) (0 def, 0 armour) (Main armor)]timebroken cashmere robe of time (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3(-) Mag / +3(-) Wil Changes resistances: +11%(-) all / +15%(-) temporal Changes damage: +10%(-) arcane / +26%(-) temporal Maximum mana: +16.00 (-) Spellpower: +4 (+1 eff.) (-) Spell crit. chance: +3% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Frozenpain the cashmere cloak (2 def, 6 armour) (Cloak)]Frozenpain the cashmere cloak (2 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) (-) Armour penetration: +5 (-) Armour: +6 (-) Defense: +2 (+1 eff.) (-) Changes resistances: +12%(-) acid / +6%(-) fire / +6%(-) cold Critical mult.: +15.00% (-) Stealth bonus: +11 (-) Physical save: +9 (+8 eff.) (-) Maximum life: +80.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of constitution (+2) (Around neck)]copper amulet of constitution (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Con Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 16; resist 13%; move 49%; dur 5; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 49% faster, and you are invisible (power 16). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of constitution (+2) (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-2) Con Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. copper amulet of constitution (+2) (Around neck)]copper amulet of dexterity (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex / +0(-2) Con Amulets make your neck look great! |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]Mayuriadara Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +4(-3) Dex / +1 Mag / +1 Wil / +0(-6) Cun / +3 Con Changes resistances: +0%(-3%) acid / +3%(-) temporal Mental save: +6 (+3 eff.) Blindness immunity: +0% (-33%) Confusion immunity: +22% (+2%) Psi when hit: +0.20 Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]mule's steel ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Fatigue: -4% Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +0%(-3%) acid / +0%(-3%) temporal Maximum encumbrance: +22 Mental save: +7 (+3 eff.) Blindness immunity: +0% (-33%) Confusion immunity: +28% (+8%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]mule's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) (-15 (-8 eff.)) Armour penetration: +8 (-4) Defense: +8 (+4 eff.) (-6 (-3 eff.)) Fatigue: -5% Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +0%(-3%) acid / +0%(-3%) temporal Maximum encumbrance: +22 Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]psionicist's steel ring of fire (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-7) Dex / +4 Wil / +0(-6) Cun Changes resistances: +0%(-3%) acid / +22% fire / +0%(-3%) temporal Changes damage: +11% fire Mental save: +8 (+4 eff.) Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]rogue's steel ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +8 (+4 eff.) (-6 (-3 eff.)) Changes stats: +4(-2) Cun / +0(-7) Dex Changes resistances: +0%(-3%) acid / +20% fire / +0%(-3%) temporal Changes damage: +10% fire Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]steel ring of blight (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +10% blight / +0%(-3%) temporal / +0%(-3%) acid Changes damage: +10% blight Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]steel ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +0%(-3%) acid / +0%(-3%) temporal Blindness immunity: +23% (-10%) Confusion immunity: +0% (-20%) Infravision radius: +3 (-1) See stealth: +6 (-9) See invisible: +11 (-8) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. voratun ring 'Islissra' (On fingers, 1 of 2)]gold ring of darkness (+24%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-22 (-11 eff.)) Armour penetration: +0 (-12) Defense: +0 (+0 eff.) (-14 (-7 eff.)) Changes stats: +0(-6) Cun / +0(-7) Dex Changes resistances: +0%(-3%) acid / +0%(-3%) temporal / +24% darkness Changes damage: +12% darkness Blindness immunity: +0% (-33%) Confusion immunity: +0% (-20%) Infravision radius: +0 (-4) See stealth: +0 (-15) See invisible: +0 (-19) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. timebroken cashmere robe of time (+15%) (0 def, 0 armour) (Main armor)]linen robe 'Porowen' (10 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5(+2) Mag / +0(-3) Wil / +3 Con Changes resistances: +9% lightning / +18% cold / +0%(-15%) temporal / +7%(-4%) all Changes damage: +12% cold / +0%(-10%) arcane / +0%(-26%) temporal Silence immunity: +20% Maximum mana: +0.00 (-16.00) Spellpower: +0 (+0 eff.) (-4 (-1 eff.)) Spell crit. chance: +0% (-3%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather belt 'Stokegasher' (Around waist)]noble's hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+3 eff.) Damage when hit (Melee): 0(-4) fire Changes stats: +4 Cun / +5 Wil Changes resistances: +0%(-6%) acid / +0%(-1%) physical Damage against: +17% Summoned Reduced damage from: +22% Summoned Critical mult.: +6.00% Life regen: +0.00 (-0.70) Only die when reaching: +0.00 life (+20.00 life) Maximum life: +0.00 (-60.00) Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. Frozenpain the cashmere cloak (2 def, 6 armour) (Cloak)]resilient cashmere cloak of Iron Throne (2 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Armour penetration: +0 (-5) Armour: +0 (-6) Defense: +2 (+1 eff.) (-) Changes stats: +2 Str / +2 Con Changes resistances: +0%(-12%) acid / +0%(-6%) fire / +0%(-6%) cold Critical mult.: +0.00% (-15.00%) Stealth bonus: +0 (-11) Physical save: +0 (+0 eff.) (-9 (-8 eff.)) Maximum life: +35.00 (-45.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Aeryrin (5 def, 9 armour) (On feet)]wanderer's pair of rough leather boots of phasing (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-8) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Damage (Melee): 0(-10) item expose Changes stats: +2 Mag / +3 Wil / +2 Cun / +1 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-5%) arcane / +0%(-3%) acid Physical save: +12 (+6 eff.) Mental save: +13 (+6 eff.) Only die when reaching: +0.00 life (+60.00 life) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
[vs. rough leather gloves 'Hellclash' (15 def, 3 armour) (On hands)]Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (+1) Defense: +0 (+0 eff.) (-15 (-7 eff.)) Damage (Melee): 0(-5) fire Changes stats: +5 Wil Changes resistances: +18%(+13%) fire / +10% darkness / +10% nature Changes damage: +10%(+3%) fire Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 100.85 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. stabilizing linen wizard hat of the sentry (1 def, 0 armour) (On head)]Strikebrand the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (+1 (+1 eff.)) Changes stats: +0(-3) Wil Changes resistances: +19% acid / +5% arcane Changes damage: +13% acid / +3% lightning Physical save: +0 (+0 eff.) (-5 (-4 eff.)) Disarm immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 Infravision radius: +0 (-4) See stealth: +0 (-6) See invisible: +0 (-5) Healing mod.: +10% A pointy cloth hat, very wizardly... |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. alchemist's lamp 'Splendourreign' (Light source)]bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-2) Dex / +0(-4) Mag / +0(-1) Con Changes damage: +0%(-3%) light Mental save: +6 (+3 eff.) Light radius: +5 (-5) See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]piercing dwarven-steel torque of gale force [power 225] (28/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 225 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]supercharged dwarven-steel torque of psionic shield [power 111] (28/28 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 111 for 5 turns Activation puts all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]elm totem of healing [power 116] (28/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]Forestenvy the ash totem of thorny skin [power 25] (28/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% fire / +9% nature / +6% mind Changes resistances penetration: +15% nature / +5% fire It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]supercharged ash totem of summon tentacle [power 225] (28/29 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 491 Base Damage: 240 Armor: 9 All Resist: 0 Activation puts all charms on cooldown for 29 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]overpowered yew totem of stinging [power 386] (28/22 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 386 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]overpowered elm wand of lightning storm [power 164] (28/21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (164 total damage) Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. overpowered elm wand of lightning storm [power 170] (28/20 cooldown) (Tool)]evasive ash wand of shielding [power 170] (28/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Tassendantle the Shalore Archmage level 19
74th Dusk 122nd year of Ascendancy at 19:36 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tassendantle the Shalore Archmage level 16
47th Dusk 122nd year of Ascendancy at 20:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tassendantle the Shalore Archmage level 19
74th Dusk 122nd year of Ascendancy at 11:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tassendantle the Shalore Archmage level 10
9th Mirth 122nd year of Ascendancy at 17:33 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tassendantle the Shalore Archmage level 20
75th Dusk 122nd year of Ascendancy at 00:01 see stats
Orbituary (Nightmare (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Tassendantle the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 05:52 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tassendantle the Shalore Archmage level 10
3rd Summertide 122nd year of Ascendancy at 20:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tassendantle the Shalore Archmage level 19
69th Dusk 122nd year of Ascendancy at 04:17 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Tassendantle the Shalore Archmage level 22
11st Haze 122nd year of Ascendancy at 10:27 see stats
Log
LIFE LOST WARNING!
--------------------------------
Keyboard input temporarily disabled.
Tassendantle casts Rune: Shatter Afflictions.
Tassendantle is no longer poisoned.
A shield forms around Tassendantle.
Talent Arcane Vortex is ready to use.
Tassendantle receives 71 healing from Temporal Restoration Field.
Bandit resists!
Tassendantle's aether beam hits Bandit for 42 arcane damage.
Your shield crumbles under the damage!
The shield around Tassendantle crumbles.
Tassendantle is poisoned!
Assassin Lord casts Epidemic.
Tassendantle shrugs off Assassin Lord's 'Epidemic'!
Assassin Lord hits Tassendantle for (120 absorbed), 7 darkness, 6 nature, 22 darkness, 5 fire, 56 darkness, 4 blight, 5 light, 22 darkness (127 total damage).
Melee retaliation hits Assassin Lord for 3 fire, 3 fire (6 total damage).
--------------------------------
Deadly Poison from Assassin Lord hits Tassendantle for 42 nature damage.
Tassendantle receives 71 healing from Temporal Restoration Field.
--------------------------------
Tassendantle casts Arcane Reconstruction.
Tassendantle receives 265 healing.
Assassin Lord performs a melee critical strike against Tassendantle!
Assassin Lord hits Tassendantle for 208 darkness, 6 nature, 22 darkness, 5 fire, 54 darkness, 4 blight, 5 light, 22 darkness, 115 darkness (441 total damage).
Melee retaliation hits Assassin Lord for 3 fire, 3 fire, 3 fire, 3 fire (10 total damage).
Tassendantle the level 23 shalore archmage was darkened to death by Assassin Lord on level 2 of Unknown tunnels.


































































































