











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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 21 / 62% |
| Size | small |
| Lifes / Deaths | Killed by Gutta the grizzly bear at level 21 on the 2nd Mirth 123rd year of Ascendancy at 11:03 / 1 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 51 (base 42) |
| Constitution | 22 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 52 (base 41) |
Resources
| Life | -140/511 |
| Stamina | 5/190 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 38.264408783316 |
| See Invisible | 38.264408783316 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 54 |
| Crit Chance | 41% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 54 |
| Crit Chance | 38% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Temporal | +4% |
| Mind | +3% |
| Lightning | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Nature | +40% |
| Acid | +10% |
| Cold | +40% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (38.594633868923%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 10 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Confusion Resistance | 25% |
| Silence Resistance | 41% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 467% 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 Strength stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +31% Confusion immunity: +25% Stun/Freeze immunity: +34% Stamina each turn: +0.60 Maximum stamina: +13.00 A pair of boots made of leather. |
| Light source | WretchwreathCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 19% Damage when hit (Melee): 2 nature Changes resistances: +9% nature Changes resistances penetration: +10% nature / +10% acid Changes damage: +3% acid Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Aerykira the Carrionmistress (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn * 10% chance to reduce all saves and defense by 20 Changes resistances: +6% mind / +9% fire Changes resistances penetration: +20% nature Changes damage: +3% mind Physical save: +13 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Tempestschism (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 temporal Damage (Ranged): 10 temporal Changes resistances: +6% temporal / +3% nature / +2% physical Changes damage: +6% lightning / +4% temporal Physical save: +12 (+6 eff.) Silence immunity: +10% Knockback immunity: +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. |
| Tool | Splendourrupture the steel torque of psionic shield [power 57] (20/21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +6% fire / +9% light / +9% acid It can be used to setup a psionic shield, reducing all damage taken by 57 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | ElythInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +25 (+7 eff.) Changes resistances: +9% acid / +24% fire / +6% nature Changes damage: +12% fire Critical mult.: +5.00% Only die when reaching: -40.00 life Rings make your fingers look great! |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 145.71 You won the Ring of Blood trial, and this is your reward. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+5 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Frostpanic (28-36 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 cold / +12 physical Damage (radius 1) on hit: +16 cold When wielded/worn: Physical crit. chance: +9.0% Defense: +5 (+2 eff.) Changes stats: +4 Dex Changes resistances penetration: +20% cold Sharp, short and deadly. |
| Around waist | hardened leather belt 'Choroddarand'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Dex / +2 Wil / +2 Con Changes resistances: +6% mind Reduces incoming crit damage: 5.00% Mental save: +8 (+4 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | thought-forged steel dagger of evisceration (10-13 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 20 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +6 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +3 Cun / +2 Wil Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Frigidparry' (12 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 6 darkness Changes stats: +3 Wil Changes resistances: +19% temporal / +24% darkness / +9% cold Changes resistances penetration: +10% darkness / +20% cold Physical save: +9 (+5 eff.) Mental save: +12 (+6 eff.) Defense after a teleport: +30 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Moldrock (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +1 Str Changes resistances penetration: +10% nature Critical mult.: +15.00% Mental save: +3 (+2 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.16 Maximum life: +30.00 A suit of armour made of leather. |
Inventory
heroism infusion of the sneak (die at -374; dur 7; cd 31)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: 31 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 7 turns. While Heroism is active, you will only die when reaching -374 life. The duration and life will increase by 1% for every 1% life you have lost (currently 851 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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. |
movement infusion of the wizard (speed 430%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
regeneration infusion of the duelist (heal 281; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level.blink rune (range 4; phase 18; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
marksman's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
psionicist's copper ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of nature (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% nature Changes damage: +10% nature Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +25.00 Rings make your fingers look great! |
steel ring 'Amarain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +4 Wil Changes resistances: +5% arcane / +12% darkness Changes damage: +12% acid Spell save: +6 (+6 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
Arugorn (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 46% Damage (Melee): +8 nature Damage (radius 1) on hit: +8 mind When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +5 Cun / +1 Wil Psi when hit: +0.04 Sharp, short and deadly. |
iron dagger of massacre (16-21 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
truestriking dwarven-steel dagger (18-24 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical Sharp, short and deadly. |
truestriking iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +5% physical Sharp, short and deadly. |
truestriking iron dagger of phasing (10-14 power, 11 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Glomira the voratun greatsword (61-98 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 37% chance to reduce all saves and defense by 20 Damage (Melee): +20 mind When wielded/worn: Changes stats: +3 Dex / +6 Wil / +6 Cun Changes resistances: +6% acid / +3% physical / +6% light Life regen: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Rootbait (49-69 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +3% blight Poison immunity: +10% Silence immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Poryth the dragonbone magestaff (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Changes resistances: +12% mind / +9% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Blindness immunity: +20% Poison immunity: +20% Maximum hate: +4.00 Spellpower: +15 (+10 eff.) Spell crit. chance: +5% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 55.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Arotar the ArctouchInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +12% cold Changes damage: +12% lightning / +6% acid Life regen: +1.30 Healing mod.: +12% A belt that goes around your waist. |
DelorekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +5 Str / +4 Wil / +4 Cun Changes resistances: +1% physical Damage against: +17% Summoned Reduced damage from: +16% Summoned Physical save: +3 (+2 eff.) A belt that goes around your waist. |
SmolderireInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag Changes damage: +15% fire Mental save: +15 (+8 eff.) Life regen: +3.20 Mental crit. chance: +2% Healing mod.: +23% A belt that goes around your waist. |
Vorymira the ShiverhunterPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 cold Changes resistances: +3% mind / +12% fire Changes resistances penetration: +5% cold Changes damage: +6% mind Mental save: +8 (+4 eff.) Spellpower: +6 (+5 eff.) A belt that goes around your waist. |
Nerawyn the elven-silk cloak (3 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +4 Defense: +3 (+1 eff.) Changes resistances penetration: +5% mind Critical mult.: +10.00% Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -50.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazespawn' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Str / +2 Wil Changes damage: +6% mind Reduces incoming crit damage: 5.00% Mental save: +7 (+4 eff.) Maximum hate: +2.00 Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gowyn' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +3% mind / +15% acid Mental save: +6 (+3 eff.) Pinning immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.murderer's cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +2 Mag / +2 Wil / +1 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzlegash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Damage when hit (Melee): 2 light Changes stats: +2 Str / +3 Dex / +3 Cun Changes damage: +12% light Maximum encumbrance: +20 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Hurista the Hailshine (0 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Changes stats: +3 Cun Changes resistances: +12% cold Changes resistances penetration: +10% light Changes damage: +9% cold Mindpower: +20 (+10 eff.) Infravision radius: +1 A pair of boots made of leather. |
Relgumadan (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +15 (+5 eff.) Armour: +2 Damage when hit (Melee): 4 acid Changes stats: +2 Str / +2 Dex Physical save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +31% Equilibrium when hit: +0.16 Maximum hate: +8.00 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. |
Torchwreath the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +1 Dex / +1 Con Changes resistances: +9% acid / +15% cold / +3% fire Changes damage: +4% cold 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. |
drakeskin leather gloves 'Stormlace' (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +3 Wil Changes resistances: +3% darkness 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. |
Glowlord the elven-silk wizard hat (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 acid Changes resistances: +30% acid / +12% light Changes resistances penetration: +15% acid Changes damage: +22% acid A pointy cloth hat, very wizardly... |
Huredur the Lightningwire (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +4 Str Changes resistances: +6% lightning / +9% light Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +3% light Light radius: +2 A cap made of leather. |
Islebremira the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +14 Dex / +2 Mag Reduces incoming crit damage: 10.00% Physical save: +16 (+7 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Radhybers the cashmere wizard hat (17 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +17 (+5 eff.) Changes resistances: +19% fire Changes damage: +13% fire Mental save: +18 (+9 eff.) Blindness immunity: +20% Pinning immunity: +20% Maximum life: +60.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+11 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zanorin the Infernowake (10 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +4% Changes stats: +7 Con Changes resistances: +3% light / +3% fire Changes damage: +6% physical Critical mult.: +15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Emelowen' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +6 Cun / +2 Con Changes resistances: +5% fire / +6% cold Infravision radius: +3 A pointy cloth hat, very wizardly... |
Glorikira the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% acid / +5% physical / +6% darkness / +10% blight / +13% nature Physical save: +10 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Zubolaith (19/48, 29-41 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 48 On weapon hit: * 20% chance to reduce armor by 19% Damage (Ranged): +12 acid Damage (radius 1) on hit: +8 mind / +12 acid Damage (radius 2) on crit: +12 acid When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
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. |
7 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 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adyta the Blazetorrent (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +1 Wil / +1 Cun Changes resistances penetration: +20% mind Changes damage: +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Winterwrack (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 4 acid / 6 mind Changes stats: +5 Str Changes resistances: +3% acid Changes resistances penetration: +20% mind / +10% cold Changes damage: +18% cold When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
2 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UlfolarInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +5 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Wil / +1 Con Changes resistances: +6% blight Life regen: +2.00 Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/2)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 166 power out of 240/400. 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. |
Shiverstone the iron torque of psionic shield [power 27] (20/21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +5% acid Changes damage: +9% cold It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 116] (20/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
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. |
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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brond the Halfling Rogue level 14
21st Haze 122nd year of Ascendancy at 20:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Brond the Halfling Rogue level 19
50th Regrowth 123rd year of Ascendancy at 20:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Brond the Halfling Rogue level 10
8th Mirth 122nd year of Ascendancy at 16:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Brond the Halfling Rogue level 20
52nd Regrowth 123rd year of Ascendancy at 13:10 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brond the Halfling Rogue level 20
57th Regrowth 123rd year of Ascendancy at 21:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Brond the Halfling Rogue level 12
51st Dusk 122nd year of Ascendancy at 23:00 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Brond the Halfling Rogue level 20
77th Pyre 123rd year of Ascendancy at 06:07 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brond the Halfling Rogue level 19
15th Regrowth 123rd year of Ascendancy at 02:06 see stats
Log
Decrepitude Disease from Borius, Avatar of Bearness hits Brond for 19 blight damage.
Weakness Disease from Borius, Avatar of Bearness hits Brond for 30 blight damage.
Brond rearms.
Brond is free from the weakness disease.
Decrepitude Disease from Borius, Avatar of Bearness hits Brond for 19 blight damage.
Space around you starts to dissolve...
Decrepitude Disease from Borius, Avatar of Bearness hits Brond for 16 blight damage.
Brond is free from the decrepitude disease.
Brond stops regenerating health quickly.
Brond is no longer blood locked.
Brond is dazed!
Brond uses Splendourrupture the steel torque of psionic shield!
Talent Infusion: Wild is ready to use.
Talent Fan of Knives is ready to use.
Something performs a melee critical strike against Brond!
Brond reacts to an attack from Something, mitigating the blow!.
Brond is not dazed anymore.
Brond is stunned!
Something performs a melee critical strike against Brond!
Brond reacts to an attack from Something, mitigating the blow!.
Something hits Brond for (57 flat reduction), (22 reacted , -5 stam), 66 physical, 0 arcane, (57 flat reduction), (27 reacted , -5 stam), 69 physical (136 total damage).
Brond the level 21 halfling rogue was maimed to death by Gutta the grizzly bear on level 3 of Bearscape.
Space restabilizes around you.






















































































































