
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 25 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 25 on the 16th Shortage 123rd year of Ascendancy at 11:21 / 1 |
Primary Stats
| Strength | 63 (base 53) |
| Dexterity | 22 (base 11) |
| Constitution | 62 (base 50) |
| Magic | 13 (base 10) |
| Willpower | 28 (base 14) |
| Cunning | 33 (base 10) |
Resources
| Life | -96/934 |
| Stamina | 132/217 |
| Healing Factor | 1.5898029716162 |
| Regeneration | 5.8306770817582 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 45 |
| Crit Chance | 32% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Lightning | +23% |
| Cold | +8% |
| Physical | +11% |
| Fire | +14% |
| All | +2% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +15% |
| Lightning | +25% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 16 |
| Physical Save | 51 |
| Spell Save | 49 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 10%( 70%) |
| Fire | + 24%( 70%) |
| Mind | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 628% 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 757 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 Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by bee swarm. Escort: worried loremaster (level 3 of Norgos Lair) | 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 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 pouch of bone giant dust. * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 snow giant kidney. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 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 | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +2 Cun / +6 Con Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: 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. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 56.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 56.07 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. |
| On head | Glawyn the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +5 Mag / +4 Wil / +2 Con Changes resistances: +6% physical Reduces incoming crit damage: 15.00% Physical save: +5 (+1 eff.) Infravision radius: +1 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Quenchbloom [power 355] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +6% acid / +12% cold / +12% mind Changes damage: +6% cold It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 994 Base Damage: 399 Armor: 18 All Resist: 23 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | LightwilderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +12% light Mental save: +6 (+2 eff.) Maximum hate: +4.00 Mindpower: +25 (+9 eff.) Rings make your fingers look great! |
| On fingers | steel ring 'Siliwen'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex / +1 Con Changes resistances: +24% fire / +6% mind / +3% darkness Changes resistances penetration: +15% physical Changes damage: +12% fire Confusion immunity: +20% Rings make your fingers look great! |
| Around waist | rough leather belt 'Willowbrand'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Changes stats: +2 Wil Changes resistances: +5% lightning / +6% temporal Critical mult.: +5.00% Equilibrium when hit: +0.12 Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | dwarven-steel gauntlets 'Breezestoker' (20 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Defense: +20 (+7 eff.) Fatigue: +3% Damage when hit (Melee): 2 nature Changes stats: +1 Dex Changes resistances: +1% physical Changes resistances penetration: +5% nature Critical mult.: +28.00% Spell crit. chance: +10% Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Yarugen the Lightningguile (27 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +27 (+9 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Dex Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Changes damage: +21% lightning / +6% acid A suit of armour made of leather. |
| Cloak | Xanona the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% darkness / +3% acid Disarm immunity: +20% Only die when reaching: -60.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | SootbloodInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +1.0% Physical power: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +2 Dex Changes resistances penetration: +15% darkness Changes damage: +9% physical Cut immunity: +50% Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -231; dur 5; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 5 turns. While Heroism is active, you will only die when reaching -231 life. The duration and life will increase by 1% for every 1% life you have lost (currently 486 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Stormfront (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Kindletaint the voratun greatmaul (82-123 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 lightning Damage (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +20% light Changes damage: +15% light Massive two-handed mauls. |
stormbringer's dwarven-steel greatsword of crippling (39-62 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +20 lightning / +10 cold When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% lightning / +14% cold Movement speed: +37% Massive two-handed swords. |
Umbracut of the Blightspawn (4-4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 2). When wielded/worn: Armour: +2 Damage (Melee): 6 physical Changes stats: +3 Cun Changes resistances: +6% blight / +8% physical / +9% temporal Changes resistances penetration: +8% physical Changes damage: +5% physical Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +3 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Talent on hit(spell): Netherblast (20% chance level 2). Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
LightningbutcherInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +4 Con Changes resistances penetration: +25% lightning Changes damage: +3% lightning / +12% mind Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
linen cloak 'Sleetmaim' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 Damage when hit (Melee): 2 cold Changes stats: +1 Mag / +1 Wil Changes resistances: +3% blight / +6% temporal Changes damage: +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Amuchak the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Changes stats: +1 Con / +2 Mag Critical mult.: +10.00% Only die when reaching: -60.00 life Movement speed: +25% A pair of boots made of leather. |
Lisavena the Flashgasher (5 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: -3% Damage when hit (Melee): 4 light Changes stats: +3 Dex Changes resistances: +15% cold Physical save: +18 (+6 eff.) Stamina each turn: +0.60 Only die when reaching: -20.00 life Maximum life: +34.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xamisetira the Flamesever (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +3% temporal / +9% fire Reduces incoming crit damage: 5.00% Blindness immunity: +20% Pinning immunity: +20% Life regen: +2.00 Infravision radius: +1 A pair of boots made of leather. |
restorative pair of hardened leather boots of evasion (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Life regen: +1.00 Healing mod.: +13% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Getadil (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce armor by 17% Changes stats: +4 Cun / +5 Dex Changes resistances: +3% temporal / +9% fire / +12% cold / +3% nature / +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
alchemist's hardened leather gloves of the nighthunter (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage (Melee): 3 acid / 5 fire / 7 cold / 5 lightning Changes stats: +4 Mag / +3 Wil / +3 Cun Changes resistances: +5% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 43.15 to 129.45 lightning damage (86.30 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Flashblight (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 4 mind Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% lightning Changes damage: +3% temporal A cap made of leather. |
Glorariwen the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% arcane / +8% fire / +3% nature / +11% cold Changes resistances penetration: +15% acid Blindness immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +20% A cap made of leather. |
Lorablek the Arcwill (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +3% lightning / +15% light / +15% darkness Changes resistances penetration: +15% lightning Changes damage: +3% mind / +6% fire Mental save: +6 (+2 eff.) Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Phlegmslice the elven-silk wizard hat (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +14% mind / +15% nature Changes damage: +14% mind Cut immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +20% Healing mod.: +20% A pointy cloth hat, very wizardly... |
fearforged steel mail armour of delving (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +18% Changes stats: +5 Str / +6 Con Changes resistances: +17% darkness / +7% physical / -11% light / +6% fire Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Gorihek the Thundertorrent (6 def, 5 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% acid / +6% cold / +17% lightning Changes resistances penetration: +20% lightning / +15% temporal Changes damage: +3% lightning Allows you to breathe in: water Mental save: +15 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
marauder's hardened leather armour of the deep (11 def, 8 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +5 Dex Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Physical save: +8 (+2 eff.) A suit of armour made of leather. |
voratun plate armour 'Forestspar' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +5 Str / +5 Con Changes resistances: +30% lightning / +3% nature / +3% light Changes resistances penetration: +10% nature Life regen: +5.10 Stamina each turn: +1.10 Maximum life: +92.00 Light radius: +3 A suit of armour made of metal plates. |
voratun plate armour 'Mardimnir' (0 def, 23 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +23 Fatigue: +15% Changes stats: +3 Con Changes resistances: +6% temporal / +9% light / +6% darkness Physical save: +11 (+3 eff.) Maximum stamina: +30.00 A suit of armour made of metal plates. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +8 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 255/400. 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hettydrahell the Dazzleransom [power 278] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% acid / +12% mind / +9% light Physical save: +6 (+2 eff.) Psi when hit: +0.08 It can be used to heal yourself and all friendly characters within 10 spaces for 278 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 266] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Wintersun [power 278] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% nature / +21% acid Changes damage: +15% cold Spell save: +12 (+4 eff.) It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Rimelar the Dwarf Berserker level 23
24th Stralite 123rd year of Ascendancy at 03:35 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rimelar the Dwarf Berserker level 16
31st Dearth 122nd year of Ascendancy at 20:39 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Rimelar the Dwarf Berserker level 21
17th Gold 123rd year of Ascendancy at 01:15 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rimelar the Dwarf Berserker level 19
23rd Shortage 122nd year of Ascendancy at 23:22 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rimelar the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 01:48 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rimelar the Dwarf Berserker level 20
44th Steel 123rd year of Ascendancy at 09:33 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Rimelar the Dwarf Berserker level 19
16th Iron 123rd year of Ascendancy at 18:33 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Rimelar the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 01:07 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Rimelar the Dwarf Berserker level 18
8th Shortage 122nd year of Ascendancy at 15:36 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rimelar the Dwarf Berserker level 19
2nd Iron 123rd year of Ascendancy at 17:53 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Rimelar the Dwarf Berserker level 19
1st Iron 123rd year of Ascendancy at 23:21 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rimelar the Dwarf Berserker level 18
8th Shortage 122nd year of Ascendancy at 19:34 see stats
Log
Rimelar shrugs off Andinasi the halfling's 'Deep Wound'!
Rimelar is crippled.
Andinasi the halfling's Strafe performs a ranged critical strike against Rimelar!
Rimelar shrugs off Andinasi the halfling's 'Cripple'!
Andinasi the halfling's Strafe hits Rimelar for 41 physical, 0 arcane, 16 blight (58 total damage).
Andinasi the halfling's Strafe hits Rimelar for 40 physical, 0 arcane (41 total damage).
Andinasi the halfling receives 7 healing from Rimelar.
Rimelar rushes out!
Rimelar hits 3-headed hydra for 181 physical damage.
Andinasi the halfling reloads.
Fire drake breathes fire!
Ritch flamespitter spits flames!
Rimelar killed 3-headed hydra!
Fire drake hits Rimelar for 100 fire damage.
Ritch flamespitter hits Rimelar for 69 fire damage.
Fire drake's devouring flames area effect hits Andinasi the halfling for (17 antimagic), 0 fire (0 total damage).
Andinasi the halfling shoots!
Rimelar has regained its confidence.
Burning from Andinasi the halfling hits Rimelar for 59 fire damage.
Poison from 3-headed hydra hits Rimelar for 40 nature damage.
Andinasi the halfling's Shoot misses Rimelar.
Andinasi the halfling's Shoot hits Rimelar for 30 physical, 0 arcane, 16 blight (47 total damage).
Andinasi the halfling receives 7 healing from Rimelar.
Ricire the halfling's awareness returns to normal.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Rimelar for 97 fire damage.
Rimelar the level 25 dwarf berserker was slowly cooked to death by a ritch flamespitter on level 1 of Ambush!.
Rimelar's rage subsides!









































































































