










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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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! 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 | Ghoul |
| Class | Archer |
| Level / Exp | 24 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 20th Pyre 123rd year of Ascendancy at 19:36 / 1 |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 62 (base 45) |
| Constitution | 64 (base 29) |
| Magic | 26 (base 26) |
| Willpower | 20 (base 10) |
| Cunning | 33 (base 26) |
Resources
| Life | -141/753 |
| Stamina | 218/227 |
| Healing Factor | 1.4493965053824 |
| Regeneration | 4.7105386424928 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 65 |
| Crit Chance | 18% |
| APR | 21 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Physical | +15% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Nature | +5% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38 (49.007671158813%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 24 |
| Mental Save | 25 |
Defense: Resistances
| Physical | + 32%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 43%( 70%) |
| Cold | + 20%( 70%) |
| Darkness | + 23%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 30%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Pinning Resistance | 0% |
| Poison Resistance | 80% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 335 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 86 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 13% all resistance, you move 40% faster, and you are invisible (power 9). |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by forest troll. Escort: worried loremaster (level 2 of Trollmire) | failed |
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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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 xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Yvuwe the Moldflash (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +15 (+6 eff.) Dmg.mod +6% mind Res.pen +5% nature ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic quiver of elven-wood arrows (22/22, 43-60 power, 14 apr)3.0 T4 arrow ammo [Ego+] Psionic Power 43.0 - 60.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 22 Ranged+ +23 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)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 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Dawndredge the elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +4.0% Crit.mult +5.00% ----- def ----- Defense +15 (+3 eff.) Resists +5% arcane +2% physical ---------- misc Light +1 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Dairakan0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +8 Dex +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+4 eff.) Res.pen +10% temporal ----- def ----- Crit.chn- 15.00% Rings make your fingers look great! |
| On fingers | titan's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
| In main hand | Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.stam +19.00 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 | volcanic drakeskin leather armour of the deep (20 def, 23 armour)9.0 T5 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +23 Defense +20 (+5 eff.) Fatigue +8% Resists +14% acid +6% cold +18% fire +18% physical ---------- misc Breathe water A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Murktitan the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +10% fire ----- def ----- Defense +5 (+1 eff.) Fatigue -5% Resists +3% light +9% darkness HP.reg +1.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Isitha0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +5 Con dps ---------- Melee+ 8 light 8 darkness Dmg.mod +5% light +7% darkness Acc +15 (+4 eff.) Melee Ret 4 temporal On Melee Ret: * 7% chance to blind * 9% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Amulets make your neck look great! |
Sparkwisp the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% physical Acc +5 (+1 eff.) ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Masteries +0.12 Technique/Sniper Amulets make your neck look great! |
copper amulet 'Issoyavon'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% arcane Res.pen +10% mind Melee Ret 2 arcane 4 physical ---------- misc Max.hate +2.00 Masteries +0.14 Technique/Conditioning Amulets make your neck look great! |
grounding steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% lightning Stun/Frz- +25% Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.13 Max.mana +35.00 Amulets make your neck look great! |
stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
steel amulet 'Rainstalker'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +15% acid +6% temporal +13% mind Phys.save +6 (+2 eff.) Mind.save +9 (+4 eff.) HP.reg +2.00 Confus- +27% Amulets make your neck look great! |
steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
Blazenull0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% light Res.pen +15% light Melee Ret 2 fire ----- def ----- Armour +8 Resists +3% light +6% lightning Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Undeathprophet0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +4% Dmg.mod +13% mind +15% nature Res.pen +5% mind ----- def ----- Resists +13% mind ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
gold ring of nature (+20%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Acc +7 (+2 eff.) Apr +11 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +8 (+3 eff.) Rings make your fingers look great! |
treant's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 13 light Dmg.mod +11% light ----- def ----- Resists +5% nature +5% blight Poison- +13% Disease- +10% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +5 Dex dps ---------- Res.pen +9% physical Longbows are used to shoot arrows at your foes. |
stormbringer's yew longbow4.0 T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +24 lightning +24 cold While equipped: dps ---------- Mov.spd +30% Res.pen +15% lightning +8% cold Longbows are used to shoot arrows at your foes. |
throat-seeking cured leather sling4.0 T2 sling 1H weapon [Ego+] Disrupt Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +7% nature Slings are used to hurl stones or metal shots at your foes. |
Boltwalker the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +15% darkness Against +20% Summoned On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +10 (+2 eff.) Resists +9% lightning D.Red.from +21% Summoned Die.at -20.00 life A belt that goes around your waist. |
Coalgrinder1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 26% * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +3% mind Phys.save +6 (+2 eff.) A belt that goes around your waist. |
Glowquick the linen cloak (11 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +15% light ----- def ----- Armour +2 Defense +11 (+2 eff.) Resists +3% darkness +3% lightning Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanyredig the Flaretyphoon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Str +1 Mag +1 Wil +1 Con dps ---------- Res.pen +5% fire Melee Ret 4 light ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleaknail the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Mind.crit +4% Phys.pwr +15 (+5 eff.) Dmg.mod +3% darkness +9% mind ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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. A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 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 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 130.23 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
radiant dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 8 light Dmg.mod +5% arcane +5% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 temporal Ranged+ 7 temporal Dmg.mod +3% temporal Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gana the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +9% light +5% cold HP.reg +4.00 Disease- +10% Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 250.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Glacierwrither' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +6% mind +12% cold Res.pen +5% light +20% mind Melee Ret 4 cold ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Isewyn' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Lisiwe the dwarven-steel mail armour (13 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +2.0% Acc +30 (+8 eff.) ----- def ----- Armour +8 Defense +13 (+3 eff.) Fatigue +12% Resists +14% blight +13% darkness Crit.chn- 10.00% ---------- misc Stam/turn +1.00 Light +1 A suit of armour made of mail. |
enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Mind.save +10 (+5 eff.) Max.HP +27.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Glorima (16 def, 18 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% acid ----- def ----- Armour +18 Defense +16 (+4 eff.) Fatigue +22% Resists +5% acid +5% physical +6% lightning +6% fire +10% cold +6% nature +3% temporal Mind.save +24 (+12 eff.) Disarm- +21% Stun/Frz- +22% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Emywe the Duatheltouch (18/18, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Capacity 18 Proj.spd +300% Ranged+ +8 darkness On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 140 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (16/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of yew arrows (20/20, 41-57 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 20 On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of yew arrows (54/56, 33-46 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 56 While equipped: ---------- misc Reload +3 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. |
464 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. |
9 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 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. |
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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Barkslicer (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% nature +5% lightning Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +6% lightning +6% nature ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Thunderguile the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +25% lightning Melee Ret 10 cold ----- def ----- Resists +9% lightning ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Isogatira'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Cun +7 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Daystalker'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +15% light On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +6 ---------- misc Light +4 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
3 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 (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Tundraglean the steel torque of gale force [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid +12% cold Res.pen +10% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% nature +6% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 196 physical damage Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 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. |
evasive elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kokki the Ghoul Archer level 13
17th Dusk 122nd year of Ascendancy at 20:52 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kokki the Ghoul Archer level 19
61st Haze 122nd year of Ascendancy at 09:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kokki the Ghoul Archer level 10
1st Flare 122nd year of Ascendancy at 14:30 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kokki the Ghoul Archer level 20
67th Haze 122nd year of Ascendancy at 04:08 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kokki the Ghoul Archer level 20
3rd Regrowth 123rd year of Ascendancy at 07:59 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kokki the Ghoul Archer level 10
5th Flare 122nd year of Ascendancy at 08:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kokki the Ghoul Archer level 8
9th Mirth 122nd year of Ascendancy at 02:30 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kokki the Ghoul Archer level 18
56th Haze 122nd year of Ascendancy at 18:26 see stats
Log
A shield forms around Urkis, the High Tempest.
Urkis, the High Tempest casts Ice Shards.
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest is surging arcane power.
Bleeding from Kokki hits Urkis, the High Tempest for (54 absorbed), 0 physical (0 total damage).
Kokki's purging blight area effect hits Urkis, the High Tempest for (28 absorbed), 0 blight (0 total damage).
Hurricane from Urkis, the High Tempest hits Kokki for 84 lightning damage.
Kokki uses Disengage.
Kokki uses Ghoulish Leap.
Kokki speeds up.
Kokki's purging blight area effect hits Urkis, the High Tempest for (28 absorbed), 0 blight (0 total damage).
Bleeding from Kokki hits Urkis, the High Tempest for (54 absorbed), 0 physical (0 total damage).
Talent Concealment is ready to use.
Kokki activates Concealment.
Hurricane from Urkis, the High Tempest hits Kokki for 118 lightning damage.
Kokki casts Rune: Ethereal.
Kokki becomes ethereal.
Kokki has finished recovering.
Hurricane from Urkis, the High Tempest hits Kokki for 78 lightning damage.
Ran for 2 turns (stop reason: taken damage).
Kokki is no longer out of phase.
Hurricane from Urkis, the High Tempest hits Kokki for 112 lightning damage.
Ran for 3 turns (stop reason: taken damage).
Hurricane from Urkis, the High Tempest hits Kokki for 74 lightning damage.
Kokki the level 24 ghoul archer was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.

















































































































