











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! 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 Possessor Bonus Class 1.7.4Donators/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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Arcane Blade |
| Level / Exp | 28 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 28 on the 32nd Stralite 123rd year of Ascendancy at 07:34 / 1 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 38 (base 17) |
| Constitution | 13 (base 10) |
| Magic | 78 (base 58) |
| Willpower | 20 (base 10) |
| Cunning | 76 (base 45) |
Resources
| Life | -336/843 |
| Mana | 80/312 |
| Stamina | 114/219 |
| Healing Factor | 1.1683363011315 |
| Regeneration | 2.6287566775459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.0428103653103E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 40.174866052011 |
| See Invisible | 40.174866052011 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 48 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| Lightning | +46% |
| Physical | +12% |
| Acid | +9% |
| All | 0% |
Offense: Damage Penetration
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 32 (48.574340358689%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 51 |
| Mental Save | 55 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 21%( 70%) |
| All | 0%( 70%) |
| Lightning | + 39%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 3%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Bleed Resistance | 20% |
| Confusion Resistance | 30% |
| Pinning Resistance | 20% |
| Stun Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 387 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 104 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 686% 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Small Body Big fucking Co. Escort: worried loremaster (level 2 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 16. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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 | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +22% Confus- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
| Light source | Glorodaranne the Shimmermaim2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Dmg.mod +6% lightning +9% acid ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Boltbright the dwarven-steel helm (10 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Armour +8 Defense +10 (+3 eff.) Fatigue +4% Resists +9% lightning +3% temporal +8% nature Spell.save +5 (+2 eff.) Max.HP +104.00 Heal.mod +14% Cut- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Anekath [power 272] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Str +6 Dex dps ---------- Crit.mult +5.00% ----- def ----- Resists +5% arcane ---------- misc Stam/turn +2.00 Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | earthen dragonbone magestaff (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ----- def ----- Armour +4 Hardiness +4% Phys.save +4 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Gurobar' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Melee+ 8 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +12% fire +8% darkness +15% cold Spell.save +6 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cured leather armour 'Zerodorion' (10 def, 17 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +17 Defense +10 (+3 eff.) Fatigue +7% Resists +6% cold Phys.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Blind- +20% Pinning- +20% A suit of armour made of leather. |
| Cloak | Daynail (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +1.0% Mind.crit +4% Dmg.mod +12% physical Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +3% light +3% blight Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +23% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
blink rune (range 5; phase 15; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's stralite ring of misery0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +6 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 17 physical Ranged+ 21 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 12% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
blazebringer's dwarven-steel dagger of evisceration (118% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 118% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +29 fire On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+4 eff.) All.spd +3% Res.pen +8% fire Sharp, short and deadly. |
chilling dwarven-steel dagger of evisceration (115% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 cold On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+4 eff.) Sharp, short and deadly. |
elemental dwarven-steel greatsword of evisceration (147% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 99 cold damage (1/turn) On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+5 eff.) Dmg.mod +13% cold Res.pen +23% cold Massive two-handed swords. |
ranger's elven-wood longbow of fire4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +21 fire While equipped: Stats +8 Dex dps ---------- Dmg.mod +21% fire Longbows are used to shoot arrows at your foes. |
honing pulsing mindstar of life (109% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +4% physical Res.pen +2% physical ----- def ----- Resists +3% physical Max.HP +22.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of life (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +4% blight Max.HP +19.00 HP.reg +0.50 Disease- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of flames (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 106% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +4% Melee+ 4 fire Dmg.mod +5% fire Res.pen +10% fire ----- def ----- Resists +12% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
cured leather sling 'Duskonslaught'4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +8 darkness +12 blight While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +3% light Res.pen +10% darkness +25% light Melee Ret 2 darkness ----- def ----- Resists +3% darkness ---------- misc Light +1 Slings are used to hurl stones or metal shots at your foes. |
shimmering ash magestaff of channeling (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+4 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.26 Max.mana +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Mana/turn +0.13 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Flarespike' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +3% fire +20% darkness +15% arcane Res.pen +15% arcane Melee Ret 4 cold ----- def ----- Resists +12% fire +5% arcane +9% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Con ----- def ----- Resists +9% acid +10% lightning +10% cold +8% fire +4% all Spell.save +7 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 152 life over 5 turns Puts all charms on 17 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Scorpion's Tail (133% power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+3 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Balachik the Iceripper1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +6% lightning Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Resists +9% acid +3% cold Mind.save +6 (+2 eff.) A belt that goes around your waist. |
Chargewind1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Max.HP +40.00 HP.reg +2.00 Confus- +10% A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayirelle the Sulfurspiker (0 def, 0 armour) =CON=2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +7 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +9% nature Apr +3 ----- def ----- Resists +11% all Mind.save +23 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of nature (+27%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +18% nature ----- def ----- Resists +27% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +8% blight +13% all Max.HP +65.00 HP.reg +2.70 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +3 Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Stormbraid (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 8 blight Dmg.mod +5% blight +9% acid +3% lightning Res.pen +5% lightning Acc +7 (+2 eff.) Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +2 Resists +7% blight +3% acid Phys.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +26% 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. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour) =CON=3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Cuthimatir' (5 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +5% Resists +2% physical +11% light +11% darkness Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding cashmere wizard hat of light (+22%) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +15% light ----- def ----- Defense +2 (+1 eff.) Resists +22% light Spell.save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% mind Mind.save +14 (+4 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Splendourwing the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% nature ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +32% lightning +9% light ---------- misc Light +3 A suit of armour made of leather. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
rough leather armour of Eyal (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +29.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
troll-hide cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +6% mind Mind.save +10 (+3 eff.) Max.HP +36.00 HP.reg +5.70 Heal.mod +12% A suit of armour made of leather. |
cleansing dwarven-steel plate armour of stability (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +11% blight +6% physical +12% nature Phys.save +15 (+5 eff.) A suit of armour made of metal plates. |
swashbuckler's steel shield of resistance (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +3 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +7% acid +7% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
chilling quiver of yew arrows of daylight (19/19, 140% power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 140% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +14 light +9 cold Against +20% Undead Arrows are used with bows to pierce your foes to death. |
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. |
96 alchemist agate0.0 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 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. |
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. |
deadly pouch of dwarven-steel shots of amnesia (16/18, 149% power, 3 apr)3.0 T3 shot ammo [Ego+] Master/Psionic Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of grasping (17/17, 141% power, 3 apr)3.0 T3 shot ammo [Ego++] Nature/Psionic Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +12 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 128 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 128 physical damage Shots are used with slings to pummel your foes to death. |
Quenchwalker [power 240] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Str +2 Wil +4 Con ----- def ----- Resists +15% cold Crit.chn- 15.00% ---------- misc See.Invis +6 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 269 physical damage Puts all charms on 13 cooldown 100% to heal for 58. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of clear mind [power 1] (22 cooldown)2.0 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 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
6 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
3 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Small Body Big fucking Co the Dwarf Arcane Blade level 24
6th Iron 123rd year of Ascendancy at 05:55 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Small Body Big fucking Co the Dwarf Arcane Blade level 23
8th Shortage 122nd year of Ascendancy at 19:27 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Small Body Big fucking Co the Dwarf Arcane Blade level 19
3rd Loss 122nd year of Ascendancy at 20:29 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Small Body Big fucking Co the Dwarf Arcane Blade level 26
18th Steel 123rd year of Ascendancy at 17:30 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Small Body Big fucking Co the Dwarf Arcane Blade level 27
30th Stralite 123rd year of Ascendancy at 16:50 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Small Body Big fucking Co the Dwarf Arcane Blade level 27
43rd Steel 123rd year of Ascendancy at 00:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Small Body Big fucking Co the Dwarf Arcane Blade level 10
27th Profit 122nd year of Ascendancy at 23:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Small Body Big fucking Co the Dwarf Arcane Blade level 20
4th Loss 122nd year of Ascendancy at 09:55 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Small Body Big fucking Co the Dwarf Arcane Blade level 27
21st Gold 123rd year of Ascendancy at 16:42 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Small Body Big fucking Co the Dwarf Arcane Blade level 18
42nd Dearth 122nd year of Ascendancy at 05:28 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Small Body Big fucking Co the Dwarf Arcane Blade level 6
20th Voratun 122nd year of Ascendancy at 00:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Small Body Big fucking Co the Dwarf Arcane Blade level 10
34th Profit 122nd year of Ascendancy at 20:33 see stats
The Rat Lich (Nightmare (Roguelike) difficulty)
Killed the terrible Rat Lich.By Small Body Big fucking Co the Dwarf Arcane Blade level 19
4th Loss 122nd year of Ascendancy at 09:55 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Small Body Big fucking Co the Dwarf Arcane Blade level 16
7th Dearth 122nd year of Ascendancy at 09:55 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Small Body Big fucking Co the Dwarf Arcane Blade level 26
21st Iron 123rd year of Ascendancy at 14:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Small Body Big fucking Co the Dwarf Arcane Blade level 17
41st Dearth 122nd year of Ascendancy at 01:20 see stats
Log
Melee retaliation hits Small Body Big fucking Co for 4 fire damage.
Small Body Big fucking Co hits Fire drake hatchling for 158 physical, 16 darkness, 21 lightning, 1413 lightning (1608 total damage).
Small Body Big fucking Co hits Fire drake hatchling for 90 physical, 14 darkness, 21 lightning, 1105 lightning (1230 total damage).
Small Body Big fucking Co hits Fire drake for 77 physical, 16 darkness, 21 lightning, 561 lightning (676 total damage).
Melee retaliation hits Small Body Big fucking Co for 4 fire damage.
Small Body Big fucking Co killed Fire drake hatchling!
Small Body Big fucking Co killed Fire drake hatchling!
Fire drake roars!
Small Body Big fucking Co wanders around!
Fire drake hits Small Body Big fucking Co for 388 physical damage.
Sleeping Vorissra uses Dual Strike.
Sleeping Vorissra misses Small Body Big fucking Co.
Dozing Isloth spits acid!
Dozing Isloth hits Small Body Big fucking Co for 169 acid damage.
Raze hits Small Body Big fucking Co for 7 darkness damage.
Small Body Big fucking Co casts Rune: Shatter Afflictions.
Small Body Big fucking Co seems more focused.
A shield forms around Small Body Big fucking Co.
Small Body Big fucking Co uses Infusion: Movement.
Small Body Big fucking Co is moving at extreme speed!
Sleeping Vorissra breathes lightning!
Your shield crumbles under the damage!
The shield around Small Body Big fucking Co crumbles.
Small Body Big fucking Co resists the stun!
Fire drake breathes fire!
Fire drake hits Small Body Big fucking Co for 274 fire damage.
Sleeping Vorissra hits Small Body Big fucking Co for (156 absorbed), 16 lightning (16 total damage).
Small Body Big fucking Co the level 28 dwarf arcane blade was flamed to death by a fire drake on level 2 of Dreadfell.
































































































































