











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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.
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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 24 / 50% |
| Size | big |
| Lifes / Deaths | Killed by Polywen the luminous horror at level 24 on the 9th Steel 123rd year of Ascendancy at 13:02 / 1 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 13 (base 10) |
| Constitution | 50 (base 41) |
| Magic | 68 (base 54) |
| Willpower | 24 (base 10) |
| Cunning | 18 (base 15) |
Resources
| Life | -246/740 |
| Positive | 55/119 |
| Negative | 60/119 |
| Healing Factor | 1.2786847857242 |
| Regeneration | 9.2704646965005 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 19 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +3% |
| Light | +47% |
| Temporal | +15% |
| Blight | +12% |
| Arcane | +7% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 7 |
| Physical Save | 34 |
| Spell Save | 30 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 28%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 42%( 70%) |
| Physical | + 24%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 45%( 70%) |
| Mind | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 73% |
| Disarm Resistance | 56% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (4/4)
| 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 290 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% 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 Willpower stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 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 failed to protect the injured seer from death by cold drake hatchling. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Yvanne the ghoulking. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Mayita the midge swarm. Escort: repented thief (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed minotaur nose. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed ice ant stinger. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of faeros ash. | 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 within2 lumberjacks have died. | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aerathra the Shockdash (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning +6% temporal +12% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +4 Fatigue +3% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.60 Max stamina +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Issuhir'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +2.0% Ignore Armor +4 defense ------ Resistance +6% blight +5% arcane Unlife -80.00 life Life Regen +3.00 other ------- Stamina/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Blindbrawn the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Dex +8 Wil offense ------ Ignore resists +15% light When Hit 8 light defense ------ Armor +4 Fatigue +4% Resistance +8% fire +6% light +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hador [power 260] (20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: defense ------ Resistance +3% light +2% physical Mind save +3 (+2 eff.) Life Regen +4.00 Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 18 light On-Ranged-Hit 15 light Damage +13% light defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | Noonream the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +5.00% Damage +11% fire Ignore resists +10% acid defense ------ Resistance +22% fire Unlife -60.00 life other ------- Light +1 Rings make your fingers look great! |
| Around waist | Runadunarak1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Accuracy +5 (+3 eff.) defense ------ Armor +6 Resistance +3% mind +1% physical Spell save +6 (+3 eff.) Unlife -80.00 life other ------- Size +1 A belt that goes around your waist. |
| In main hand | potent yew starstaff of might (124% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 124% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +12 (+4 eff.) Damage +22% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Velemina' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex +3 Con offense ------ Physical Crit +2.0% Critical power +10.00% On-Hit 8 acid Damage +5% acid Accuracy +7 (+4 eff.) defense ------ Armor +2 Resistance +6% acid Physical save +25 (+10 eff.) Spell save +3 (+2 eff.) Mind save +12 (+6 eff.) Disarm Resist +56% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken woollen robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +9% temporal +7% arcane +12% light defense ------ Resistance +18% light +9% all other ------- Max mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Emelerina (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +21 (+11 eff.) Resistance +3% darkness +5% arcane +6% mind Life +31.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% lightning Stun Resist +23% Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 66; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the titan (heal 140; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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 warrior (absorb 62; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 62 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Emelydanor the Glacierspawn0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Accuracy +5 (+3 eff.) Ignore Armor +1 defense ------ Resistance +10% mind +6% cold Crit Resistance 15.00% Confus Resist +23% other ------- Infravision +1 Amulets make your neck look great! |
Flashstinger the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +23% light +5% temporal +4% darkness +5% physical On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% light Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +5 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Mana/turn +0.10 Max mana +28.00 Amulets make your neck look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 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. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 10.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Ravenquake (111% power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Mind Crit +3% Critical power +5.00% Spellpower +6 (+2 eff.) Mindpower +10 (+5 eff.) Damage +15% light +24% darkness defense ------ Defense +7 (+4 eff.) Mind save +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 144.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% darkness defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 144.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of illumination (118% power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +19% light defense ------ Defense +6 (+3 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 144.45 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elemental dwarven-steel greatsword (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 81 cold damage (1/turn) While equipped: offense ------ Damage +19% cold Ignore resists +12% cold Massive two-handed swords. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) defense ------ Resistance +7% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+21%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +14% lightning defense ------ Resistance +21% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Satyrorder1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +6% light On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Fatigue -5% Resistance +3% blight Physical save +3 (+2 eff.) Life +60.00 other ------- Encumbrance +22 A belt that goes around your waist. |
rough leather belt 'Umbrarot'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 13% * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +6% light Life +30.00 other ------- Light +1 A belt that goes around your waist. |
Xolrawen1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +6 Mag +8 Wil offense ------ Spell Crit +4% Critical power +10.00% Physical Power +10 (+5 eff.) Spellpower +7 (+3 eff.) Mindpower +3 (+1 eff.) Accuracy +5 (+3 eff.) Ignore Armor +2 defense ------ Resistance +1% physical Physical save +11 (+6 eff.) Mind save +5 (+3 eff.) other ------- Stamina/turn +1.00 A belt that goes around your waist. |
Korutar the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +3 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +7 (+4 eff.) Resistance +3% fire Physical save +6 (+3 eff.) Spell save +12 (+6 eff.) other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendourvault (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +9% light +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Defense +1 (+1 eff.) Resistance +6% acid +3% light Spell save +6 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Defense +6 (+3 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Airbrace' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +5% arcane +6% mind +6% blight Physical save +8 (+4 eff.) Life +57.00 Life Regen +4.00 Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowjam (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Wil offense ------ Ignore resists +15% mind defense ------ Armor +1 Fatigue -5% Resistance +3% light Physical save +6 (+3 eff.) other ------- Encumbrance +25 A pair of boots made of leather. |
stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: Stats +9 Lck +6 Dex offense ------ Move Speed +25% defense ------ Armor +3 Stealth +8 A pair of boots made of leather. |
Drinarigund the Torchpeal (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +5% fire defense ------ Armor +3 Fatigue +2% Resistance +9% acid +6% light +3% darkness Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Life Regen +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 acid Damage +4% acid Accuracy +11 (+6 eff.) defense ------ Armor +1 Resistance +6% acid 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. |
Guba (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Str defense ------ Armor +2 Defense +15 (+8 eff.) Resistance +9% lightning Life Regen +3.00 Blind Resist +20% Silence Resist +20% other ------- Stamina/turn +0.90 Max stamina +22.00 Infravision +1 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. |
cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane While equipped: offense ------ Damage +12% light defense ------ Defense +2 (+1 eff.) Resistance +18% light A pointy cloth hat, very wizardly... |
Arcminister the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +25% lightning +15% fire When Hit 2 fire defense ------ Armor +1 Fatigue +1% Resistance +24% lightning +6% temporal A cap made of leather. |
rough leather cap 'Horomithad' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Cun +2 Con offense ------ Ignore resists +10% acid defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% A cap made of leather. |
Firestake (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +5 Fatigue +5% Unlife -20.00 life Life Regen +4.00 Cut Resist +20% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical 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. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
63 alchemist agate0.0 Encumbrance 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. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of gale force [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing yew totem of healing [power 242] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Light and Darkness the Dwarf Anorithil level 21
21st Dearth 122nd year of Ascendancy at 20:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Light and Darkness the Dwarf Anorithil level 9
27th Voratun 122nd year of Ascendancy at 07:00 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Light and Darkness the Dwarf Anorithil level 23
3rd Loss 122nd year of Ascendancy at 21:08 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Light and Darkness the Dwarf Anorithil level 19
9th Wealth 122nd year of Ascendancy at 00:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Light and Darkness the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 23:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Light and Darkness the Dwarf Anorithil level 20
10th Wealth 122nd year of Ascendancy at 18:28 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Light and Darkness the Dwarf Anorithil level 21
19th Dearth 122nd year of Ascendancy at 01:04 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Light and Darkness the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 11:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Light and Darkness the Dwarf Anorithil level 9
2nd Profit 122nd year of Ascendancy at 15:17 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Light and Darkness the Dwarf Anorithil level 21
26th Dearth 122nd year of Ascendancy at 09:32 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Light and Darkness the Dwarf Anorithil level 13
15th Profit 122nd year of Ascendancy at 03:36 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Light and Darkness the Dwarf Anorithil level 19
7th Wealth 122nd year of Ascendancy at 07:11 see stats
Log
Polywen the luminous horror HEALS from light damage!
Melee retaliation hits Polywen the luminous horror for 15 light, 22 healing (15 total damage) [22 healing].
Polywen the luminous horror hits Light and Darkness for 12 fire, 11 light (23 total damage).
Light and Darkness is suffering from insomnia.
Bane of Confusion from Xonne the grave wight hits Light and Darkness for 32 darkness damage.
Decrepitude Disease from Polywen the luminous horror hits Light and Darkness for 13 blight damage.
Rotting Disease from Polywen the luminous horror hits Light and Darkness for 13 blight damage.
Bleeding from Polywen the luminous horror hits Light and Darkness for 22 physical damage.
Poison from Polywen the luminous horror hits Light and Darkness for 24 nature damage.
Light and Darkness uses Infusion: Wild.
Light and Darkness lessens the pain.
You can not use objects while sleeping!
You can not use objects while sleeping!
You are asleep and unable to move!
You are asleep and unable to move!
Xonne the grave wight's glacial vapour area effect hits Armoured skeleton warrior for 31 cold damage.
Xonne the grave wight's glacial vapour area effect hits Xonne the grave wight for 12 cold damage.
Xonne the grave wight's glacial vapour area effect hits Light and Darkness for 22 cold damage.
Xonne the grave wight casts Lord of Skulls.
Armoured skeleton warrior becomes the Lord of Skulls!
Lord of Skulls (warrior) receives 567 healing.
Polywen the luminous horror casts Firebeam.
Polywen the luminous horror uses Coup de Grace.
Polywen the luminous horror performs a melee critical strike against Light and Darkness!
Polywen the luminous horror HEALS from light damage!
Melee retaliation hits Polywen the luminous horror for 13 light, 18 healing, 13 light, 18 healing (25 total damage) [37 healing].
Polywen the luminous horror hits Light and Darkness for 9 fire, 75 physical, 176 physical (260 total damage).
Light and Darkness the level 24 dwarf anorithil was raked to death by Polywen the luminous horror on level 2 of Dreadfell.
Light and Darkness is no longer sleeping.




































































































