










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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. 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 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 20 / 5% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Gloruyabeth the bone giant at level 16 on the 50th Dusk 122nd year of Ascendancy at 18:24 0 / 6Killed by Assassin Lord at level 18 on the 70th Dusk 122nd year of Ascendancy at 09:18 Killed by Assassin Lord at level 18 on the 70th Dusk 122nd year of Ascendancy at 10:45 Killed by flame turret at level 19 on the 1st Time of Equilibrium 122nd year of Ascendancy at 17:48 Killed by steamgun turret at level 19 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:36 Killed by ritch flamespitter at level 20 on the 7th Haze 122nd year of Ascendancy at 05:17 |
Primary Stats
| Strength | 54 (base 39) |
| Dexterity | 20 (base 10) |
| Constitution | 32 (base 25) |
| Magic | 53 (base 32) |
| Willpower | 14 (base 10) |
| Cunning | 23 (base 13) |
Resources
| Life | -73/691 |
| Stamina | 242/297 |
| Vim | 156/176 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 2.6379945364265 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 46 |
| Crit Chance | 34% |
| APR | 12 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +22% |
| Light | +12% |
| Darkness | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Light | +25% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 19 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 12%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 5%( 70%) |
| Light | + 12%( 70%) |
| Lightning | + 31%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 0% |
| Pinning Resistance | 23% |
| Poison Resistance | 13% |
| Knockback Resistance | 78% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -371 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 741 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.49 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.49 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed black mamba head. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dawnwilter the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% light Acc +15 (+5 eff.) ----- def ----- Armour +3 Resists +7% fire +6% light +8% cold ---------- misc Max.stam +30.00 Light +1 A pair of boots made of leather. |
| Light source | Mayinn the Stormire2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Acc +5 (+1 eff.) Melee Ret 8 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 ----- def ----- Resists +5% darkness +3% lightning Affinity +5% light ---------- misc Stam/turn +3.00 Light +4 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 141.79 light damage. At talent level 3 you gain 25% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | dwarven-steel helm 'Dazzlebolt' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +3% mind Res.pen +15% nature Melee Ret 10 light ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +6% mind +3% nature +6% light Mind.save +8 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elven-wood totem of healing 'Cyrydhetha' [power 332] (10/15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Mind.crit +2% Spell.pwr +20 (+7 eff.) Res.pen +5% arcane ---------- misc Mana/turn +0.04 Max.mana +20.00 Max.hate +2.00 Heal yourself and all friendly characters within 10 spaces for 332 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 17% for 2 turns. 100% to reduce fatigue by 38% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +8% nature +5% blight Max.HP +20.00 Poison- +13% Disease- +11% Disarm- +20% Pinning- +23% Knockbk- +28% Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 21/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | rough leather belt 'Strikemaster'1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Mag +1 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning Spell.save +5 (+3 eff.) ---------- misc Light +1 Size +1 A belt that goes around your waist. |
| In main hand | Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | cashmere cloak 'Adotta' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Cun dps ---------- Phys.crit +7.0% Crit.mult +5.00% ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Manehell0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +3 Mag +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Crit.chn- 10.00% ---------- misc Masteries +0.19 Corruption/Torture +0.19 Technique/Combat techniques Amulets make your neck look great! |
Inventory
regeneration infusion of the duelist (heal 199; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 38; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 57; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical Heal.mod +10% Cut- +40% ---------- misc Stam/turn +0.20 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 172 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit gold amulet of perfection (0.21 Corruption / Wrath,0.21 Corruption / Hexes)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +13% light +15% darkness Blind- +24% ---------- misc Masteries +0.21 Corruption/Wrath +0.21 Corruption/Hexes Amulets make your neck look great! |
Daimizilaldir the Stormdeath0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +3% nature Res.pen +15% lightning +5% fire ----- def ----- Resists +9% nature +3% lightning Max.HP +24.00 Disarm- +24% Pinning- +22% Knockbk- +24% Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
mule's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Stun/Frz- +24% ---------- misc Max.enc +22 Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+5 eff.) Confus- +20% Rings make your fingers look great! |
savage's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Spell.save +14 (+7 eff.) ---------- misc Max.stam +12.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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! |
savior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
chilling steel battleaxe of massacre (137% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold Massive two-handed battleaxes. |
stormbringer's steel battleaxe of massacre (140% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Nature/Master Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit.r2 +7 lightning +7 cold While equipped: dps ---------- Mov.spd +38% Res.pen +10% lightning +9% cold Massive two-handed battleaxes. |
Polyyana the Kindlebiter (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 143% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +12% Unnatural On Crit.r2 +20 light On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: ----- def ----- Resists +5% arcane +6% blight Mind.save +6 (+3 eff.) ---------- misc Max.hate +6.00 Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +16 (+8 eff.) Disarm- +36% Massive two-handed battleaxes. |
plaguebringer's dwarven-steel battleaxe of massacre (152% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 While equipped: ----- def ----- Disease- +15% Massive two-handed battleaxes. |
elemental dwarven-steel longsword of crippling (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 83 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +5% acid Res.pen +7% acid Sharp, long, and deadly. |
arcing dwarven-steel mace of corruption (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Blunt and deadly. |
manaburning steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 11 arcane resource burn Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
rejuvenating cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +36.00 HP.reg +3.00 Heal.mod +10% ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
enlightening hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +16 (+7 eff.) Max.HP +23.00 HP.reg +3.00 Heal.mod +13% A suit of armour made of leather. |
searing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 9 fire Melee Ret 9 acid 8 fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +11% fire A suit of armour made of mail. |
Erirozor the dwarven-steel plate armour (10 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Acc +25 (+8 eff.) ----- def ----- Armour +11 Defense +10 (+5 eff.) Fatigue +22% Resists +15% cold Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 A suit of armour made of metal plates. |
Veludadhebeth the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex +3 Wil dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Melee Ret 4 physical ----- def ----- Fatigue -4% Phys.save +9 (+4 eff.) ---------- misc Max.enc +22 A belt that goes around your waist. |
blurring hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +15 (+8 eff.) Stealth +7 A belt that goes around your waist. |
Nontir the Unlightquill (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Melee Ret 2 acid ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Plaguebrand (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% acid Res.pen +5% nature On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Poison- +20% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of hardened leather boots of rushing (0 def, 6 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +6 ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.60 Max.stam +17.00 A pair of boots made of leather. |
Ce'Nita (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun +2 Str ----- def ----- Armour +3 Fatigue +2% Resists +9% light Max.HP +20.00 ---------- misc Stam/turn +0.30 Max.stam +10.00 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 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
Mayeyanor (10 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Melee+ 8 fire Dmg.mod +3% fire Res.pen +15% physical Apr +2 ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +7% fire ---------- misc See.Invis +15 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. |
Olyldil the hardened leather gloves (0 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Mag +3 Con dps ---------- Crit.mult +5.00% Spell.pwr +15 (+5 eff.) Melee+ 8 physical Dmg.mod +9% arcane +3% physical ----- def ----- Armour +8 Die.at -20.00 life Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
Velamina (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +3% blight +6% temporal +6% acid Max.HP +100.00 Silence- +20% 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. |
Baryhek the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Defense +5 (+3 eff.) Fatigue +5% Resists +3% fire Crit.chn- 5.00% Silence- +10% Pinning- +10% Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazesever (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +12% fire +6% nature Spell.save +4 (+2 eff.) Max.HP +46.00 Heal.mod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Glowrain' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +3 Str dps ---------- Res.pen +15% light ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +5% cold +9% temporal Spell.save +3 (+2 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +6% cold ---------- misc Infravis +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
109 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 117.28 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.28 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Duvoregochak the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str ----- def ----- Defense +10 (+5 eff.) Resists +9% fire Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Daiminaritir the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Res.pen +15% mind +18% physical ----- def ----- Resists +3% fire Spell.save +12 (+6 eff.) ---------- misc Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of mindblast [power 110] (10/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 113 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ersh the Ogre Doombringer level 11
9th Dusk 122nd year of Ascendancy at 03:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ersh the Ogre Doombringer level 19
7th Haze 122nd year of Ascendancy at 00:31 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Ersh the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 18:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ersh the Ogre Doombringer level 10
6th Mirth 122nd year of Ascendancy at 17:53 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ersh the Ogre Doombringer level 20
7th Haze 122nd year of Ascendancy at 04:39 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ersh the Ogre Doombringer level 19
70th Dusk 122nd year of Ascendancy at 15:47 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ersh the Ogre Doombringer level 19
1st Time of Equilibrium 122nd year of Ascendancy at 19:27 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ersh the Ogre Doombringer level 14
33rd Dusk 122nd year of Ascendancy at 16:53 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ersh the Ogre Doombringer level 16
61st Dusk 122nd year of Ascendancy at 19:50 see stats
Log
Melee retaliation hits Mayata the sandworm for 9 light, 8 blight (17 total damage).
Mayata the sandworm hits Ersh for (50 absorbed), 129 cold (129 total damage).
The unstable sand tunnel collapses!
Black jelly uses Slime Spit.
Sandworm Queen summons a Ritch Flamespitter!
Sandworm Queen's mind surges with critical power!
Burning from Ersh hits Mayata the sandworm for 11 fire damage.
Ersh is knocked back!
Mayata the sandworm's Tornado hits Ersh for 5 lightning damage.
Ersh casts Draining Assault.
You collect a new ingredient: sandworm tooth (1).
Ersh performs a melee critical strike against Mayata the sandworm!
Ritch flamespitter resists the searing flame!
Sandworm is stunned by the burning flame!
Sandworm Queen resists the searing flame!
Gigantic corrosive tunneler is stunned by the burning flame!
Ersh steals life from Mayata the sandworm!
Ersh hits Mayata the sandworm for 191 physical damage.
Ersh receives 21 healing from Mayata the sandworm.
Ersh killed Mayata the sandworm!
Black jelly's Slime Spit hits Sandworm destroyer for 130 acid damage.
Burning Shock from Ersh hits Gigantic corrosive tunneler for 26 fire damage.
Burning Shock from Ersh hits Sandworm for 26 fire damage.
Talent Obliterating Smash is ready to use.
The unstable sand tunnel collapses!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Ersh for 159 fire damage.
Ersh the level 20 ogre doombringer was scorched to death by a ritch flamespitter on level 4 of Sandworm lair.



















































































































