












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 22 on the 32nd Haze 122nd year of Ascendancy at 10:51 / 2Killed by Wrathroot at level 22 on the 32nd Haze 122nd year of Ascendancy at 11:14 |
Primary Stats
| Strength | 11 (base 11) |
| Dexterity | 76 (base 51) |
| Constitution | 23 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 74 (base 46) |
Resources
| Life | -155/518 |
| Stamina | 216/216 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 2.4972799976598 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 44.193139639813 |
| See Invisible | 44.193139639813 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 62 |
| Crit Chance | 31% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Nature | +26% |
| Lightning | +13% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Lightning | +15% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (49.007671158813%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 27 |
| Mental Save | 41 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 42%( 70%) |
| Nature | + 31%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 24%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 10% |
| Poison Resistance | 48% |
| Blind Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 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: 1.0 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 hummerhorn wing. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. 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 length of troll intestine. * You've found the needed ice ant stinger. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Umbrastrike' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% darkness Melee Ret 8 lightning 4 acid On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Resists +3% darkness ---------- misc Stam/turn +0.50 Max.stam +16.00 A pair of boots made of leather. |
| Quiver | Rimeenvy (21/21, 60-71 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 59.5 - 71.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 Ranged+ +20 blight +20 physical +14 light +12 cold Against +17% Undead On Hit.r1 +4 cold On Crit.r2 +16 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Chalikan the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex +2 Con dps ---------- Acc +15 (+4 eff.) ----- def ----- Resists +1% physical Die.at -60.00 life Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.21 to 108.64 lightning damage (72.43 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Stormstreak the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +9 Cun +6 Dex dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% lightning Acc +6 (+2 eff.) Apr +8 Melee Ret 6 mind ----- def ----- Armour +2 Resists +12% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged iron torque of psionic shield [power 33] (17/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 33 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Lightwilter0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +15 (+5 eff.) Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +9% light Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+4 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Strikefury'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil +3 Con dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Resists +9% blight +12% light +10% darkness Phys.save +8 (+4 eff.) Max.HP +30.00 HP.reg +2.00 Blind- +24% Amulets make your neck look great! |
| In main hand | Neromira the dwarven-steel dagger (25-32 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +1 Wil ----- def ----- Resists +3% lightning +3% cold +6% light Spell.save +3 (+2 eff.) ---------- misc Max.psi +40.00 Sharp, short and deadly. |
| Around waist | Silidhessra1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Resists +6% light +3% darkness Spell.save +3 (+2 eff.) Stealth +6 Blind- +20% Disease- +20% ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 60.51 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | linen cloak 'Sparksun' (12 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning ----- def ----- Armour +4 Defense +12 (+3 eff.) Crit.chn- 10.00% Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Disease- +20% Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Dazzlerot the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +26% nature Res.pen +10% light ----- def ----- Resists +6% lightning +2% physical +21% nature +9% all Poison- +48% Disease- +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 192; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 198; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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 psychic (speed 445%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. 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 titan (speed 613%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 613% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. 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 warrior (speed 443%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 443% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 115; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 115 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 22%; mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the psychic (absorb 76; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blizzardquill the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +12% physical Acc +10 (+3 eff.) ----- def ----- Armour +4 Resists +14% mind +6% cold Confus- +26% Amulets make your neck look great! |
Boltkiss the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +6 Mag dps ---------- Dmg.mod +15% lightning Res.pen +10% lightning ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +6 Amulets make your neck look great! |
Dairoruihor0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% Apr +4 ----- def ----- Fatigue -6% Resists +6% lightning +5% arcane +6% light Mind.save +9 (+3 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Sewerterror the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +6% acid +6% nature Res.pen +10% nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +15% light Amulets make your neck look great! |
copper amulet 'Arydarin'0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +5 Dex dps ---------- Phys.crit +4.0% Acc +20 (+5 eff.) ----- def ----- Defense +20 (+5 eff.) Resists +13% nature +12% blight Poison- +23% Disease- +23% Amulets make your neck look great! |
restful gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Fatigue -6% HP.reg +1.00 Amulets make your neck look great! |
steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +5% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 19% * 7% chance to blind Amulets make your neck look great! |
Eremolahell the Arccutter0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Mind.pwr +15 (+6 eff.) Dmg.mod +11% cold Res.pen +5% mind ----- def ----- Resists +12% lightning +22% cold Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
marksman's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% light Acc +6 (+2 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
rogue's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% nature ----- def ----- Defense +4 (+1 eff.) Resists +20% nature Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) Rings make your fingers look great! |
savage's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Spell.save +11 (+6 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Sulfurbiter (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 13.5 - 17.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +20 acid On Crit.r2 +11 lightning +8 cold +8 light On Hit: * 20% chance to slow global speed by 50% While equipped: dps ---------- Mov.spd +24% Dmg.mod +15% nature Res.pen +9% lightning +9% cold Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 18% Sharp, short and deadly. |
Umbrastreak the iron dagger (9-12 power, 7 apr)1.0 T1 dagger 1H weapon [Rare] Disrupt Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% Phasing +10% Melee+ +8 darkness Against +5% Unnatural While equipped: Stats +2 Wil dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Resists +3% mind +3% physical Sharp, short and deadly. |
caustic iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Nature/Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit.r2 +7 acid +11 nature While equipped: dps ---------- Res.pen +5% acid +6% nature Apr +6 Sharp, short and deadly. |
steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Mayudheda the Festersquall (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: ----- def ----- Defense +20 (+5 eff.) Resists +3% nature Die.at -80.00 life Poison- +20% Cut- +10% Stun/Frz- +20% Massive two-handed swords. |
Scorpionpython (14-20 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% darkness Res.pen +15% nature Melee Ret 6 nature ----- def ----- Resists +9% fire +6% nature +15% temporal Blunt and deadly. |
flaming steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire Blunt and deadly. |
warbringer's iron mace of crippling (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Ego++] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +12% Blunt and deadly. |
Velewyn (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +5 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +6% mind +15% temporal Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 53.77 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. |
Xeretta the steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Cun +3 Str dps ---------- Phys.pwr +30 (+10 eff.) Acc +7 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +18% acid Disarm- +29% One-handed war axes. |
Wretchvenom1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% light On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +6 Resists +3% physical Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Size +1 A belt that goes around your waist. |
spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.11 Max.mana +20.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Lorazor the Stormnail (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Mag +2 Cun +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +18% lightning ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +3% blight +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bleakthorn' (1 def, 7 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Defense +1 (+0 eff.) Resists +9% darkness +17% cold Spell.save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorchsnake the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Dex +4 Cun dps ---------- Res.pen +20% fire Acc +13 (+4 eff.) ----- def ----- Armour +2 Spell.save +9 (+5 eff.) Die.at -20.00 life Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isibrelle (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Cun dps ---------- Crit.mult +15.00% Mind.pwr +5 (+2 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
cleansing iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Glimmerlady' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +11 Str dps ---------- Res.pen +10% nature ----- def ----- Defense +1 (+0 eff.) Resists +7% fire +6% cold ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
rough leather cap 'Eilinydalle' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% darkness Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cap made of leather. |
Glorirassra the cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +15% lightning +16% fire +10% light +11% darkness Crit.chn- 5.00% Spell.save +9 (+5 eff.) Confus- +10% A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Plagueripper the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +3% nature Acc +3 (+1 eff.) Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +12% nature ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Boroderin the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +3 Mag dps ---------- Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Max.HP +41.00 ---------- misc Light +3 See.Invis +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. |
alchemist's lamp 'Gilifast'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Spell.save +15 (+8 eff.) Max.HP +50.00 ---------- misc Stam/turn +2.00 Max.stam +20.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
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. |
Chillvile the yew totem of healing [power 266] (17/13 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% cold Melee Ret 8 cold Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 13% for 2 turns. 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 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. |
ash wand of shielding [power 194] (17/17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +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 LOVE_THAT_FOR_YOU the Cornac Rogue level 8
8th Flare 122nd year of Ascendancy at 09:15 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By LOVE_THAT_FOR_YOU the Cornac Rogue level 20
20th Haze 122nd year of Ascendancy at 00:36 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By LOVE_THAT_FOR_YOU the Cornac Rogue level 21
21st Haze 122nd year of Ascendancy at 12:12 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By LOVE_THAT_FOR_YOU the Cornac Rogue level 10
8th Dusk 122nd year of Ascendancy at 02:58 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By LOVE_THAT_FOR_YOU the Cornac Rogue level 20
17th Haze 122nd year of Ascendancy at 06:07 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By LOVE_THAT_FOR_YOU the Cornac Rogue level 22
23rd Haze 122nd year of Ascendancy at 10:23 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By LOVE_THAT_FOR_YOU the Cornac Rogue level 8
4th Dusk 122nd year of Ascendancy at 04:29 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By LOVE_THAT_FOR_YOU the Cornac Rogue level 11
12nd Dusk 122nd year of Ascendancy at 07:43 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By LOVE_THAT_FOR_YOU the Cornac Rogue level 18
1st Time of Equilibrium 122nd year of Ascendancy at 18:49 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By LOVE_THAT_FOR_YOU the Cornac Rogue level 22
32nd Haze 122nd year of Ascendancy at 10:51 see stats
Log
Bee swarm slows down.
Bee swarm misses LOVE_THAT_FOR_YOU.
Bee swarm misses LOVE_THAT_FOR_YOU.
LOVE_THAT_FOR_YOU uses Throwing Knives.
Bee swarm speeds up.
LOVE_THAT_FOR_YOU's Throwing Knife hits Bee swarm for 154 physical damage.
LOVE_THAT_FOR_YOU's Throwing Knife killed Bee swarm!
Talent Insidious Poison is ready to use.
Talent Apply Poison is ready to use.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Talent Numbing Poison is ready to use.
Ran for 2 turns (stop reason: didn't move).
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Talent Shadow Dance is ready to use.
Wrathroot slows down.
Wrathroot misses LOVE_THAT_FOR_YOU.
Ran for 3 turns (stop reason: hostile spotted to the north (Wrathroot)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the north (Wrathroot)).
LOVE_THAT_FOR_YOU hits Wrathroot for 13 lightning damage.
Wrathroot casts Freeze.
Wrathroot hits LOVE_THAT_FOR_YOU for 198 cold damage.
LOVE_THAT_FOR_YOU the level 22 cornac rogue was iced to death by Wrathroot and digested by treants on level 4 of Old Forest.





































































































