









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 22 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 22 on the 6th Regrowth 123rd year of Ascendancy at 12:10 / 1 |
Primary Stats
| Strength | 36 (base 21) |
| Dexterity | 54 (base 44) |
| Constitution | 25 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 26 (base 10) |
| Cunning | 48 (base 43) |
Resources
| Life | -97/652 |
| Stamina | 64/233 |
| Healing Factor | 1.2845178243369 |
| Regeneration | 6.7437185777687 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 47.989687335918 |
| See Invisible | 52.989687335918 |
Offense: Barehand
| Damage | 90 |
| Accuracy | 53 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Lightning | +9% |
| Darkness | +3% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Lightning | +10% |
| Mind | +5% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 23 (44.574340358689%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 32%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 13%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Pinning Resistance | 40% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% 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 Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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. | active |
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 |
Escort the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed orc heart. | 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 | Brandstinger the pair of dwarven-steel boots (0 def, 10 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Str +4, Wil +3, Con +4 offense ------ Mindpower +5 (+3 eff.) Ignore resists +7% physical When Hit 4 fire defense ------ Armor +10 Fatigue +3% other ------- Stamina/turn +2.00 Max stamina +30.00 Blindside: Puts all charms on 22 turn cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | umbral dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Str +2 offense ------ Physical Power +10 (+3 eff.) On-Hit 6 darkness Damage +3% darkness defense ------ Armor +2 Fatigue +3% Resistance +7% darkness Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 item darkness numbing On Hit: 20% Moonlight Ray level 3 On Hit: * 7% chance to reduce damage dealt by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | cashmere wizard hat 'Airspire' (22 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Con +2, Wil +5 offense ------ Ignore resists +10% lightning Accuracy +30 (+9 eff.) defense ------ Defense +22 (+6 eff.) Resistance +12% fire Physical save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
| Tool | Salebeth the elm totem of healing [power 116] (3/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats Mag +2, Wil +4 offense ------ Spellpower +5 (+4 eff.) Ignore resists +5% blight Ignore Shields +10% other ------- Vim-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emelemina the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Resistance +3% blight, +9% cold Spell save +6 (+3 eff.) Life +21.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
| On fingers | Poloyawen the Starradiance0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Cun +5, Dex +5 offense ------ Accuracy +6 (+2 eff.) defense ------ Resistance +3% blight Healmod +5% Blind Resist +10% Disarm Resist +20% Pinning Resist +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
| Main armor | cured leather armour 'Relgedil' (6 def, 11 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire Damage +6% temporal defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +7% Resistance +18% cold, +12% physical +12% fire Crit Resistance 10.00% Physical save +9 (+4 eff.) Mind save +3 (+1 eff.) Life +27.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
| Light source | alchemist's lamp 'Blastdash'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Str +4, Wil +4 offense ------ Critical power +5.00% Damage +9% lightning defense ------ Mind save +8 (+4 eff.) Unlife -40.00 life other ------- Light +4 See Stealth +5 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Erystir the Blazewedge (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +25 (+7 eff.) Ignore resists +5% mind Ignore Armor +1 defense ------ Defense +6 (+2 eff.) Resistance +9% lightning Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Baledefang the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +3% acid, +3% darkness +12% blight, +3% cold +3% nature Life +40.00 A belt that goes around your waist. |
Inventory
heroism infusion of the titan (die at -238; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -238 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 476 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. 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 sneak (speed 573%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573% 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 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 warrior (speed 517%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 172; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 172 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 duelist (res 27%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 27%; magical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +3 Amulets make your neck look great! |
Crackletide0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+4 eff.) Mindpower +6 (+3 eff.) defense ------ Resistance +3% blight Stun Resist +10% Teleport Resist +20% Rings make your fingers look great! |
Toxinbloom the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% lightning Ignore resists +5% nature When Hit 6 nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% light, +3% nature +5% arcane Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
mule's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +21.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +22% other ------- Encumbrance +22 Rings make your fingers look great! |
gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +25% other ------- Infravision +3 See Stealth +8 See Invisibility +9 Rings make your fingers look great! |
warrior's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats Str +4 defense ------ Armor +8 Mind save +7 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+7 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
cashmere robe of protection (2 def, 2 armour)2.0 Encumbrance T3 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +11% all Physical save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cutheroddazor the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +2 offense ------ Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +12% lightning, +5% arcane +3% light Crit Resistance 5.00% Spell save +9 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delamnir the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats Str +1 offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+4 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 44.86 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Branyleroddarin the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% physical Ignore Armor +2 On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +1 Resistance +6% lightning, +6% temporal +3% cold, +9% nature +1% physical A pair of boots made of leather. |
Hazeglean the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +3, Cun +4, Con +1 offense ------ Damage +3% cold defense ------ Armor +3 Resistance +3% mind other ------- Infravision +2 A pair of boots made of leather. |
Gorohir the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats Con +5 offense ------ Damage +6% physical Accuracy +10 (+3 eff.) defense ------ Armor +3 Fatigue +2% Resistance +7% lightning, +6% temporal Disease Resist +10% Pinning Resist +10% other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +13 (+4 eff.) On-Hit 7 fire Damage +3% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 24.0 - 26.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 16 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +8 (+4 eff.) Unarmed combat: Weapon Damage 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +22 item manaburn arcane On Hit: * 22 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats Cun +3 defense ------ Defense +1 (+1 eff.) Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Elenedar the Flameonslaught (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +3% physical Accuracy +10 (+3 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% fire Unlife -20.00 life Confus Resist +20% Knockbk Resist +20% other ------- Stamina/turn +2.00 Psi/turn +0.15 A pointy cloth hat, very wizardly... |
Isseharadan (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Dex +1, Con +1 offense ------ Accuracy +20 (+6 eff.) defense ------ Defense +1 (+1 eff.) Unlife -40.00 life other ------- EQ when Hit +0.70 Psi when Hit +0.90 Hate when Hit +0.70 A pointy cloth hat, very wizardly... |
Zubyrevena (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +2, Dex +1, Cun +1 offense ------ Damage +12% physical defense ------ Defense +1 (+1 eff.) Resistance +9% mind, +12% physical Unlife -40.00 life A pointy cloth hat, very wizardly... |
Samikath the hardened leather cap (20 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +6 offense ------ Critical power +10.00% Physical Power +15 (+4 eff.) defense ------ Armor +3 Defense +20 (+6 eff.) Fatigue +3% Resistance +9% temporal other ------- Max stamina +20.00 A cap made of leather. |
Zerayaharahad the Morbuswend (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats Cun +2 offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +3 Fatigue +3% Resistance +6% nature, +13% cold Crit Resistance 5.00% other ------- Light +1 See Invisibility +6 Breathe water A cap made of leather. |
Bethuta the Chillroar (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +1, Con +4 offense ------ Damage +6% cold Ignore resists +15% physical defense ------ Armor +3 Fatigue +5% Resistance +6% fire, +5% cold other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Taintfiend the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Con +1 offense ------ Damage +9% nature, +6% fire defense ------ Armor +3 Fatigue +5% Resistance +5% lightning, +6% temporal Unlife -60.00 life other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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. |
128 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cyritha2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% temporal Ignore resists +15% arcane defense ------ Resistance +9% acid Mind save +5 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +6 See Invisibility +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. |
brass lantern 'Zorain'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Dex +1 defense ------ Resistance +9% blight Unlife -20.00 life Life Regen +2.00 Stun Resist +10% other ------- 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Plagueransom' (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats Str +2 offense ------ Damage +15% nature defense ------ Resistance +12% nature Physical save +11 (+5 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Life +54.00 other ------- Psi when Hit +0.20 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 77.09 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Zanyntir the Bleakbone [power 105] (3/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +3% lightning, +3% nature +9% darkness, +5% arcane Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Zeroragas the Hailbone [power 27] (3/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% cold Ignore resists +5% acid, +15% lightning When Hit 2 cold On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Resistance +3% cold Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (3/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 180] (3/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (3/22 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 199 Base Damage: 101 Armor: 1 All Resist: 1 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Noonusher the elm wand of shielding [power 116] (3/17 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% mind When Hit 10 mind, 2 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +6% lightning other ------- Light +3 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Airu the Cornac Brawler level 18
49th Haze 122nd year of Ascendancy at 02:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Airu the Cornac Brawler level 10
2nd Mirth 122nd year of Ascendancy at 22:29 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Airu the Cornac Brawler level 20
79th Haze 122nd year of Ascendancy at 09:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Airu the Cornac Brawler level 18
74th Haze 122nd year of Ascendancy at 06:55 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Airu the Cornac Brawler level 14
31st Haze 122nd year of Ascendancy at 07:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Airu the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 13:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Airu the Cornac Brawler level 17
39th Haze 122nd year of Ascendancy at 18:13 see stats
Log
Airu hits Xerekira the treant for 142 physical, 5 darkness, 2 mind, 4 fire (153 total damage).
Xerekira the treant summons a Ritch Flamespitter!
Xerekira the treant receives 33 healing.
War hound receives 32 healing from Xerekira the treant.
Ritch flamespitter receives 30 healing from Xerekira the treant.
Talent Double Strike is ready to use.
Airu feels pain again.
Airu has finished recovering.
War hound hits Airu for (19 flat reduction) damage.
Airu reacts to an attack from War hound, mitigating the blow!.
War hound hits Airu for (39 reacted , -5 stam), 101 physical (101 total damage).
Melee retaliation hits War hound for 3 fire damage.
Emuramira the black bear is no longer evading attacks.
Touch of Death from Airu hits Xerekira the treant for 84 physical damage.
Airu throws a wild haymaker!
Airu hits Ritch flamespitter for 285 physical damage.
Airu killed ritch flamespitter!
Talent Infusion: Healing is ready to use.
Talent Spinning Backhand is ready to use.
Xerekira the treant uses Condensate.
Xerekira the treant hits Airu for (19 flat reduction) damage.
Airu reacts to damage from Xerekira the treant, mitigating the blow!.
Xerekira the treant hits Airu for (111 reacted , -5 stam), 284 fire (284 total damage).
War hound hits Airu for (19 flat reduction) damage.
Airu reacts to an attack from War hound, mitigating the blow!.
War hound hits Airu for (45 reacted , -5 stam), 115 physical (115 total damage).
War hound killed Airu!
Melee retaliation hits War hound for 4 fire damage.
Airu the level 22 cornac brawler was bludgeoned to death by a war hound on level 1 of Old Forest.











































































































