











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.6.0Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Convenient Digging 1.5.5 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance the Writhing One's worm that walks from the Forbidden Cults DLC (required) to match your speed. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Forbidden Cults 1.6.0Official 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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Doomed |
| Level / Exp | 32 / 11% |
| Size | small |
| Lifes / Deaths | Killed by storm drake hatchling at level 7 on the 2nd Mirth 122nd year of Ascendancy at 18:42 4 / 2Killed by snow giant boulder thrower at level 18 on the 25th Haze 122nd year of Ascendancy at 12:43 |
Primary Stats
| Strength | 17.056772818209 (base 10) |
| Dexterity | 24.113545636418 (base 10) |
| Constitution | 27.113545636418 (base 19) |
| Magic | 19.056772818209 (base 10) |
| Willpower | 131.11354563642 (base 60) |
| Cunning | 92.113545636418 (base 56) |
Resources
| Life | 838/838 |
| Hate | 48/100 |
| Healing Factor | 1.0087388189709 |
| Regeneration | 13.365789351364 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 10.113545636418 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 61 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 61 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 77 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Physical | +5% |
| Cold | +10% |
| All | 0% |
| Darkness | +9% |
| Light | +6% |
| Mind | +5% |
| Lightning | +18% |
| Fire | +10% |
| Nature | +11% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +10% |
| Physical | +10% |
| Cold | +20% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 41 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 35%( 70%) |
| All | + 19%( 70%) |
| Physical | + 42%( 75%) |
| Darkness | + 40%( 81%) |
| Light | + 27%( 70%) |
| Temporal | + 40%( 70%) |
| Mind | + 14%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 29% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
| Silence Resistance | 20% |
| Stun Resistance | 22% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 599 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.60 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Shadows | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.60 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Cursed / Fears | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Force of will | 1.60 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cursed / Dark sustenance | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Deflection |
| talent | Gesture of Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.1)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 51% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.1)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +11% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 15 damage from the next 2.1 attack(s) with a 7% chance to counterattack. Guarded |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.1)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.1): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 62 mind and 64 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 91 Mind damage, and deal 95 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.1)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+49% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 52% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 267. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed vial of squid ink. * You've found the needed minotaur nose. 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 vial of wight ectoplasm. * You've found the needed vial of greater demon bile. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within5 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 | Rotquake the pair of rough leather boots (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +6% nature Melee Ret 6 nature ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Curse of Nightmares A pair of boots made of leather. |
| Light source | brass lantern 'Hailrain'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +10% cold ----- def ----- Phys.save +18 (+8 eff.) Max.HP +40.00 Silence- +20% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Un'fezan's Cap (Shrouds) (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Curse of Shrouds Wormhole: Level 1.3 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
| On hands | Sludgegrip (Corpses) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
| Tool | Velena the Galetouch [power 294] (15 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% lightning +3% darkness Res.pen +10% darkness Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 33% ----- def ----- Resists +3% lightning Blast the opponent's mind dealing 294 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to heal for 72. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Cyrona (Madness)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Wil ----- def ----- Armour +6 Resists +3% nature HP.reg +6.00 Stun/Frz- +22% Curse of Madness Rings can have magical properties. |
| On fingers | Olizor (Nightmares)0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 4 acid ----- def ----- Resists +9% acid +6% nature +9% light +5% arcane Spell.save +12 (+4 eff.) Max.HP +72.00 HP.reg +7.00 Heal.mod +14% Curse of Nightmares Rings can have magical properties. |
| Around neck | Bleakblur the gold amulet (Shrouds)0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +6 Dex +4 Mag +6 Wil dps ---------- S.pwr/crit +3 Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 33% * 10% chance to reduce all saves and defense by 42 ----- def ----- Resists +16% temporal Pinning- +29% Knockbk- +20% ---------- misc Mana/turn +0.17 Max.mana +28.00 Curse of Shrouds Amulets can have magical properties. |
| In main hand | Eye of Summer (Corpses) (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +12 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists +10% cold On Mind Hit: 10% Flame Fury 2 Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
| Around waist | Rope Belt of the Thaloren (Misfortune)1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony Curse of Misfortune 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. |
| In off hand | Eye of Winter (Nightmares) (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. The set is complete. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: dps ---------- Mind.crit +4% Mind.pwr +12 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists +10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
| Cloak | Fearfire Mantle (Corpses) (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Corpses Black fires born of a blackened heart. |
| Main armor | Robe of Force (Misfortune) (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Curse of Misfortune Send out a range 5 beam of kinetic energy, dealing 75.10 to 93.88 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
Primal Infusion (affinity 36%; reduction 6; dur 10; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 36% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 10 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion of the psychic (heal 506; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (674.45 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 674.45 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, blight, cold, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 4 blight, 5 cold, 5 mind, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 277; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 277.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 145; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 495; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 258; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 258 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs (Nightmares)0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Nightmares 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... |
starlit copper amulet of strength (+2) (Nightmares)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% light +10% darkness Blind- +20% Curse of Nightmares Amulets can have magical properties. |
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
Feathersteel Amulet (Madness)0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
restful stralite amulet of healing (Nightmares)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -6% HP.reg +3.00 Heal.mod +16% Cut- +60% Curse of Nightmares Heal: Puts all charms on 35 cooldown Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 427 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper ring of power (Corpses)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+4 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses Rings can have magical properties. |
mule's copper ring of sensing (Nightmares)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Blind- +20% ---------- misc Max.enc +23 Infravis +3 See.Stealth +5 See.Invis +7 Curse of Nightmares Rings can have magical properties. |
savior's copper ring of perseverance (Corpses)0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Curse of Corpses Rings can have magical properties. |
warrior's copper ring (Shrouds)0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Curse of Shrouds Rings can have magical properties. |
Gloremiwyn the steel ring (Shrouds)0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +2 Wil dps ---------- Crit.mult +20.00% Phys.pwr +8 (+5 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+2 eff.) Dmg.mod +6% mind ---------- misc Psi/ret +0.12 Light +3 Infravis +3 See.Invis +6 Curse of Shrouds Rings can have magical properties. |
Ring of Growth (Corpses)0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate (Madness)0.1 T2 ring jewelry [Unique] Arcane While equipped: Curse of Madness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Eilinuriaba' (Misfortune)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+6 eff.) Dmg.mod +9% arcane +15% mind Res.pen +25% mind +5% arcane ----- def ----- Resists +5% arcane Curse of Misfortune Rings can have magical properties. |
Elemental Fury (Madness)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
bloodlich's elven-wood vilestaff of greater warding (Corpses) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Mag +5 Cun +7 Con dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% blight ----- def ----- Armour +11 Defense +6 (+3 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +28.00 Max.N.En +28.00 Wards +3 blight Talents +3 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+10 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
stormbringer's stralite battleaxe of amnesia (Nightmares) (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +42 lightning +7 cold On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Mov.spd +28% Res.pen +17% lightning +17% cold Curse of Nightmares Massive two-handed battleaxes. |
balanced stralite greatmaul of torment (Shrouds) (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master/Psionic Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +34% Curse of Shrouds Massive two-handed mauls. |
plaguebringer's stralite greatmaul (Shrouds) (55-82.5 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +19 blight On Hit: 20% Epidemic 4 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +20% Curse of Shrouds Massive two-handed mauls. |
stralite greatsword 'Porurialratira' (Madness) (47-75.2 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 47.0 - 75.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +19 light Against +24% Undead On Crit.r2 +12 acid While equipped: dps ---------- Dmg.mod +30% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% acid Curse of Madness Massive two-handed swords. |
acidic orite trident of crippling (Misfortune) (42.5-68 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 42.5 - 68.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Phys.crit +13.0% Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of corruption (Nightmares) (43-68.8 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 43.0 - 68.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 4 While equipped: Stats +7 Con dps ---------- Phys.pwr +14 (+8 eff.) Res.pen +12% physical ----- def ----- Disarm- +36% Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking stralite longsword of torment (Nightmares) (35-49 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Master/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +9% physical Acc +12 (+6 eff.) Apr +9 Curse of Nightmares Sharp, long, and deadly. |
truestriking stralite mace of evisceration (Nightmares) (34-47.6 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +11 (+7 eff.) Res.pen +9% physical Acc +9 (+5 eff.) Apr +8 Curse of Nightmares Blunt and deadly. |
elemental stralite waraxe of torment (Misfortune) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 36 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +13% cold Res.pen +13% cold Curse of Misfortune One-handed war axes. |
Serpent's Glare (Nightmares) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Nightmares Spit Poison: Level 2.6 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 161.64 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Glorin the thorny mindstar (Nightmares) (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) ----- def ----- Armour +2 Resists +6% nature +12% blight Mind.save +6 (+2 eff.) Curse of Nightmares 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. |
thorny mindstar (Corpses) (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Curse of Corpses 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. |
wyrm's pulsing mindstar (Misfortune) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 5 lightning 6 physical 6 cold 4 acid 3 fire ----- def ----- Resists +4% lightning +2% physical +5% fire +5% cold +5% acid Curse of Misfortune 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. |
swiftstrike stralite steamgun of nature (Madness)4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 111% Range +9 Proj.spd +800% Ranged+ +9 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +12% nature ----- def ----- Resists +5% all Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
deadly pouch of stralite shots of erosion (19/20, 56-67.2 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Nature/Master Power 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe of lightning (+19%) (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning Mind.save +19 (+6 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight Max.HP +42.00 HP.reg +2.70 Heal.mod +14% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Calm (Madness) (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+7 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Madness This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
prismatic reinforced leather armour of the deep (Misfortune) (12 def, 10 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +10 Defense +12 (+6 eff.) Fatigue +8% Resists +8% acid +9% cold +16% light +12% darkness ---------- misc Breathe water Curse of Misfortune A suit of armour made of leather. |
Polodhera the stralite mail armour (Nightmares) (4 def, 12 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +12% Resists +20% fire +9% arcane +2% physical Spell.save +15 (+5 eff.) Max.HP +38.00 Disease- +20% Cut- +10% Confus- +20% Stun/Frz- +10% Curse of Nightmares A suit of armour made of mail. |
fortifying stralite mail armour of command (Madness) (14 def, 15 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Cun +2 Con ----- def ----- Armour +15 Defense +14 (+7 eff.) Fatigue +12% Mind.save +13 (+4 eff.) Max.HP +53.00 Curse of Madness A suit of armour made of mail. |
impenetrable stralite plate armour of implacability (Shrouds) (0 def, 30 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +30 Fatigue +17% Phys.save +8 (+4 eff.) Curse of Shrouds A suit of armour made of metal plates. |
Bleakrend the rough leather belt (Madness)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +12% arcane +12% mind Melee Ret 4 mind 8 darkness ----- def ----- Resists +6% acid +9% darkness +6% fire +6% cold +6% lightning Curse of Madness A belt that goes around your waist. |
grounding rough leather belt (Misfortune)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Curse of Misfortune A belt that goes around your waist. |
linen cloak of protection (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (Shrouds) (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Shrouds "It's a treacherous road to the top of the world." |
traveler's pair of hardened leather boots of evasion (Nightmares) (5 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -6% Phys.save +8 (+4 eff.) ---------- misc Max.enc +20 Curse of Nightmares Evasion: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots (Madness) (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+3 eff.) Apr +5 ----- def ----- Armour +4 Fatigue +3% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Woethorn the linen wizard hat (Corpses) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% darkness +9% mind Res.pen +10% mind +5% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning Curse of Corpses A pointy cloth hat, very wizardly... |
Quasit's Skull (Misfortune) (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Bregitar the Bleakwind (Shrouds) (0 def, 8 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 blight ----- def ----- Armour +8 Fatigue +4% Resists +3% physical +12% darkness +11% cold Die.at -20.00 life ---------- misc Max.stam +20.00 Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Rimestreaker the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +5% acid +5% cold ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of the zealot (Misfortune)1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +7% blight +3% all Spell.save +8 (+3 eff.) HP.reg +6.00 ---------- misc Light +4 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(171 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Crackleblight [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +3% ----- def ----- Resists +3% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of mindblast [power 238] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 238 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown 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. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Doomed Halfling the Halfling Doomed level 21
6th Regrowth 123rd year of Ascendancy at 04:37 see stats
Against all odds
Killed Ukruk in the ambush.By Doomed Halfling the Halfling Doomed level 30
20th Dusk 123rd year of Ascendancy at 22:11 see stats
Bringer of Doom
Killed a Bringer of Doom.By Doomed Halfling the Halfling Doomed level 18
24th Haze 122nd year of Ascendancy at 21:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Doomed Halfling the Halfling Doomed level 16
50th Dusk 122nd year of Ascendancy at 10:11 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Doomed Halfling the Halfling Doomed level 24
66th Pyre 123rd year of Ascendancy at 04:44 see stats
Exterminator
Killed 1000 creatures.By Doomed Halfling the Halfling Doomed level 16
11st Haze 122nd year of Ascendancy at 04:36 see stats
Guiding Hand
Saved all escorted adventurers.By Doomed Halfling the Halfling Doomed level 28
16th Dusk 123rd year of Ascendancy at 03:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Doomed Halfling the Halfling Doomed level 21
6th Regrowth 123rd year of Ascendancy at 05:18 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Doomed Halfling the Halfling Doomed level 30
26th Dusk 123rd year of Ascendancy at 07:44 see stats
Level 10
Got a character to level 10.By Doomed Halfling the Halfling Doomed level 10
1st Flare 122nd year of Ascendancy at 22:15 see stats
Level 20
Got a character to level 20.By Doomed Halfling the Halfling Doomed level 20
28th Haze 122nd year of Ascendancy at 03:01 see stats
Level 30
Got a character to level 30.By Doomed Halfling the Halfling Doomed level 30
20th Dusk 123rd year of Ascendancy at 21:55 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Doomed Halfling the Halfling Doomed level 21
62nd Haze 122nd year of Ascendancy at 15:10 see stats
Size matters
Did over 600 damage in one attack.By Doomed Halfling the Halfling Doomed level 16
11st Haze 122nd year of Ascendancy at 18:48 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Doomed Halfling the Halfling Doomed level 21
6th Regrowth 123rd year of Ascendancy at 04:37 see stats
The Arena
Unlocked Arena mode.By Doomed Halfling the Halfling Doomed level 6
78th Pyre 122nd year of Ascendancy at 06:03 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Doomed Halfling the Halfling Doomed level 21
6th Regrowth 123rd year of Ascendancy at 04:37 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Doomed Halfling the Halfling Doomed level 30
43rd Dusk 123rd year of Ascendancy at 12:39 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Doomed Halfling the Halfling Doomed level 21
44th Regrowth 123rd year of Ascendancy at 09:27 see stats
The secret city
Discovered the truth about mages.By Doomed Halfling the Halfling Doomed level 23
65th Pyre 123rd year of Ascendancy at 00:46 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Doomed Halfling the Halfling Doomed level 21
6th Regrowth 123rd year of Ascendancy at 10:07 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Doomed Halfling the Halfling Doomed level 15
35th Dusk 122nd year of Ascendancy at 22:36 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Doomed Halfling the Halfling Doomed level 28
17th Dusk 123rd year of Ascendancy at 08:51 see stats
Log
Uruivellas's firestorm hits Doomed Halfling for (25 deflected), 26 fire (26 total damage).
Uruivellas's firestorm hits Terror for 66 fire damage.
Your summoned terror disappears.
Your summoned terror disappears.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
You have deflected 25 incoming damage!
Uruivellas's firestorm hits Terror for 66 fire damage.
Uruivellas's firestorm hits Doomed Halfling for (25 deflected), 26 fire (26 total damage).
Uruivellas's firestorm hits Terror for 66 fire damage.
Your summoned terror disappears.
Resting starts...
Your summoned terror disappears.
Your summoned terror disappears.
Rested for 2 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Today is the 42nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 92 turns (stop reason: at exit).
Doomed Halfling deactivates Deflection.
Doomed Halfling deactivates Gesture of Pain.




































































































































