











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Wanderer |
| Level / Exp | 26 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Slalbu the halfling at level 20 on the 25th Pyre 124th year of Ascendancy at 17:25 / 2Killed by Chaos's Inner Demon at level 26 on the 51st Dusk 125th year of Ascendancy at 06:06 |
Primary Stats
| Strength | 53 (base 42) |
| Dexterity | 28 (base 20) |
| Constitution | 26 (base 12) |
| Magic | 60 (base 52) |
| Willpower | 22 (base 12) |
| Cunning | 22 (base 12) |
Resources
| Mana | 122/310 |
| Equilibrium | 10 |
| Life | -3/742 |
| Positive | 88/125 |
| Stamina | 205/205 |
| Paradox | 389 |
| Healing Factor | 1.2816586254954 |
| Regeneration | 14.162327811724 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 27.531537443297 |
| See Invisible | 32.531537443297 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 61 |
| Crit Chance | 19% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Acid | +7% |
| Nature | +3% |
| Darkness | +4% |
| Cold | +9% |
| Physical | +21% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.511077022654 (89.749889547741%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 27 |
| Physical Save | 34 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 32%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 26%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 17%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 16% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 4 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 52 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. |
Class Talents
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.00 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Isilaith the skeleton mage. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost defiler from death by ritch flamespitter. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by white wolf. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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. | 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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of squid ink. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Dagikan' (10 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% Spell.pwr +30 (+10 eff.) ----- def ----- Armour +7 Defense +10 (+3 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Chillwrest2.0 T1 lite [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical +3% cold Acc +10 (+2 eff.) Apr +1 ----- def ----- Defense +10 (+3 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. |
| On head | Halundil (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +8 Fatigue +4% Resists +2% physical +12% fire +3% mind +7% cold Mind.save +15 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Nimbusquick (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Acc +15 (+4 eff.) Melee Ret 2 physical ----- def ----- Armour +5 Fatigue +1% Resists +5% darkness +12% lightning 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 18/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | treant's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+2 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +7% nature +6% blight Poison- +16% Disease- +11% 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 3 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 93% 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! |
| On fingers | Ce'Nalenne the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Con dps ---------- Phys.crit +2.0% ----- def ----- Resists +14% acid +10% fire +16% cold +5% arcane +12% lightning HP.reg +2.00 Blind- +26% Stun/Frz- +24% ---------- misc Infravis +4 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
| Around neck | Fuleromidas the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +3 Mag +7 Cun +4 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +12% physical +5% fire +5% lightning +6% cold ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Zubuyavea the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +30 (+9 eff.) Resists +6% darkness +6% fire HP.reg +1.80 Heal.mod +15% Cut- +10% Confus- +20% A belt that goes around your waist. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 50% Mag, 45% Str Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Scumripper the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Dex +3 Con dps ---------- Dmg.mod +3% nature ----- def ----- Defense +8 (+2 eff.) Resists +12% fire +14% light +12% mind Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Stealth +8 Max.HP +70.00 ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Healshear the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +11 Fatigue +22% Resists +6% light +8% physical Phys.save +12 (+6 eff.) HP.reg +4.00 Disease- +10% A suit of armour made of metal plates. |
Inventory
blink rune (range 4; phase 12; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Flashslicer0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +6% lightning ----- def ----- Fatigue -5% Resists +18% lightning HP.reg +1.00 Amulets make your neck look great! |
copper amulet 'Erydunatir'0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% physical Apr +1 ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +1.00 Light +1 Amulets make your neck look great! |
gold amulet 'Aregothad'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Resists +9% blight +16% temporal +3% nature Blind- +10% Pinning- +28% Stun/Frz- +20% Knockbk- +31% ---------- misc Infravis +1 Amulets make your neck look great! |
warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +5 Dex +5 Wil Amulets make your neck look great! |
warmaker's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +4 Dex +5 Wil Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xonn the Burnbane0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% temporal +3% fire Res.pen +20% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% light Acc +4 (+1 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+5 eff.) Max.HP +21.00 Disarm- +24% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
Hytir (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +3% acid Res.pen +5% acid +9% physical On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +6% light Spell.save +6 (+3 eff.) Disarm- +13% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 117.69 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
ash longbow 'Abyssrot'4.0 T2 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +4 acid On Hit: * 20% chance to reduce armor by 35% While equipped: Stats +3 Str +2 Dex +2 Wil +8 Con dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +15% fire Longbows are used to shoot arrows at your foes. |
steel longsword 'Tundrabile' (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 cold +8 temporal On Crit.r2 +8 mind While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% temporal ---------- misc Hate/m.crit +5.00 Sharp, long, and deadly. |
Loryrand the drakeskin leather belt1.0 T5 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +7% ----- def ----- Mind.save +15 (+8 eff.) HP.reg +2.20 Heal.mod +18% ---------- misc Equi/ret +0.24 Hate/m.crit +5.00 A belt that goes around your waist. |
hardened leather belt 'Natureweeper'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +9% nature +9% mind Res.pen +5% nature +10% fire Against +15% Summoned ----- def ----- Resists +9% mind +3% fire D.Red.from +20% Summoned A belt that goes around your waist. |
rough leather belt 'Chesarim'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Res.pen +25% arcane ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Max.vim +10.00 A belt that goes around your waist. |
rough leather belt 'Glaciersage'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +3% physical +3% cold Acc +5 (+1 eff.) ----- def ----- Die.at -40.00 life HP.reg +1.00 Heal.mod +10% A belt that goes around your waist. |
Chichik (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +6% temporal +6% light +3% darkness Phys.save +7 (+4 eff.) Cut- +20% ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Zyvor the linen cloak (21 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +2 Defense +21 (+6 eff.) Resists +3% acid +3% cold Spell.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ravenbringer the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +3 Mag +6 Wil +4 Cun +7 Lck dps ---------- Melee Ret 4 darkness ----- def ----- Armour +3 Resists +12% lightning +6% darkness Phys.save +5 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +9 (+5 eff.) Stealth +6 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
Unlightward the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +1.00 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mygrim the Glowripper (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Dmg.mod +3% mind Res.pen +15% light On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Resists +9% darkness Phys.save +7 (+4 eff.) ---------- misc Light +2 Cooldown Double Strike -1 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. |
Turosin the Blindrupture (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 7 temporal Ranged+ 8 temporal Dmg.mod +6% blight +4% temporal Res.pen +15% light +25% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +2 Resists +10% temporal 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. |
Corruptionrot the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% light +16% fire Max.HP +20.00 Heal.mod +5% A pointy cloth hat, very wizardly... |
Elereda (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +5% Resists +15% acid +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Falesafang (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness +9% fire +5% arcane +14% light ---------- misc Light +3 A cap made of leather. |
Hanoyarand the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning Crit.chn- 5.00% Die.at -20.00 life Max.HP +20.00 Blind- +20% ---------- misc Psi/ret +0.04 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hurylach (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +7 (+4 eff.) Dmg.mod +10% physical +10% darkness +6% mind ----- def ----- Defense +2 (+0 eff.) Resists +10% physical +10% darkness +6% mind Die.at -40.00 life ---------- misc Max.hate +8.00 A pointy cloth hat, very wizardly... |
Kindleveil the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +10% lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning +5% arcane +3% light ---------- misc Psi/ret +0.08 A pointy cloth hat, very wizardly... |
Skyoath (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +6% lightning Res.pen +15% lightning Melee Ret 2 arcane 4 lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +3% cold +16% darkness +5% arcane A pointy cloth hat, very wizardly... |
linen wizard hat 'Lightcast' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +4 Wil dps ---------- Dmg.mod +3% light ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% cold ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
rough leather cap 'Rainstar' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +9% temporal Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 35% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% cold Phys.save +11 (+6 eff.) A cap made of leather. |
Bethylemira the iron mail armour (7 def, 14 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +15% mind Res.pen +15% physical ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Die.at -40.00 life A suit of armour made of mail. |
iron mail armour of the deep (2 def, 5 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +2 (+0 eff.) Fatigue +12% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
3 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. |
282 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
3 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. |
Dagerezor the Galereek2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Dmg.mod +3% lightning +9% physical Melee Ret 2 physical ----- def ----- Resists +6% lightning Max.HP +45.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Duvofang2.0 T1 lite [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind ---------- misc Light +5 See.Invis +9 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. |
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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Cyrabredarin'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Acc +10 (+2 eff.) Apr +1 ----- def ----- Armour +4 Resists +3% light Phys.save +5 (+3 eff.) Die.at -60.00 life Heal.mod +12% ---------- 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 Annulment (0/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 26/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Beechik [power 165] (4/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% mind ---------- misc Mana/turn +0.16 Max.mana +20.00 Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 39. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Chargeburst' [power 40] (4/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +20% arcane ----- def ----- Resists +3% lightning +5% arcane Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 34% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
2 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Chaos the Halfling Wanderer level 11
67th Regrowth 123rd year of Ascendancy at 19:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Chaos the Halfling Wanderer level 21
16th Dusk 124th year of Ascendancy at 18:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Chaos the Halfling Wanderer level 10
10th Decay 122nd year of Ascendancy at 01:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Chaos the Halfling Wanderer level 20
44th Regrowth 124th year of Ascendancy at 11:33 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Chaos the Halfling Wanderer level 22
62nd Haze 124th year of Ascendancy at 10:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Chaos the Halfling Wanderer level 11
62nd Regrowth 123rd year of Ascendancy at 03:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Chaos the Halfling Wanderer level 5
17th Haze 122nd year of Ascendancy at 09:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Chaos the Halfling Wanderer level 23
29th Regrowth 125th year of Ascendancy at 04:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Chaos the Halfling Wanderer level 17
33rd Dusk 123rd year of Ascendancy at 22:48 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Chaos the Halfling Wanderer level 20
25th Pyre 124th year of Ascendancy at 17:25 see stats
Log
Chaos repels an attack from Chaos's Inner Demon.
Chaos's Inner Demon misses Chaos.
Melee retaliation hits Chaos's Inner Demon for 1 physical, 8 light, 9 cold, 1 physical, 8 light, 9 cold (37 total damage).
Chaos's Inner Demon hits Chaos for 71 physical, 14 physical, 2 darkness, 32 physical, 14 physical, 2 darkness (135 total damage).
Chaos's Inner Demon casts Blink Blade.
Chaos's Inner Demon is out of phase.
Chaos's Inner Demon performs a melee critical strike against Chaos!
Chaos's Inner Demon revels in the spilt blood and grows stronger!
Chaos parries the attack with her dual weapons!
Chaos repels an attack from Chaos's Inner Demon.
Chaos's Inner Demon misses Chaos.
Melee retaliation hits Chaos's Inner Demon for 1 physical, 8 light, 9 cold, 1 physical, 8 light, 9 cold (37 total damage).
Chaos's Inner Demon hits Chaos for 69 physical, 14 physical, 2 darkness, 7 physical, 2 darkness (94 total damage).
Chaos feels pain again.
Chaos speeds up.
Chaos's awareness returns to normal.
Mindrot hits Chaos's Inner Demon for 0 mind, 1 darkness (2 total damage).
Mindrot hits Rogue for 1 mind, 2 darkness (3 total damage).
Mindrot hits Chaos's Inner Demon for 1 mind, 1 darkness (2 total damage).
Mindrot hits Chaos for 0 mind, 1 darkness (2 total damage).
Mindrot hits Chaos for 0 mind, 1 darkness (2 total damage).
Chaos parries the attack with her dual weapons!
Chaos repels an attack from Chaos's Inner Demon.
Melee retaliation hits Chaos's Inner Demon for 1 physical, 8 light, 9 cold (19 total damage).
Chaos's Inner Demon hits Chaos for 12 physical, 3 darkness (15 total damage).
Chaos's Inner Demon casts Warp Blade.
Melee retaliation hits Chaos's Inner Demon for 1 physical, 8 light, 9 cold, 1 physical, 8 light, 9 cold (37 total damage).
Chaos's Inner Demon hits Chaos for 49 temporal, 62 physical, 18 physical, 3 darkness, 9 temporal (140 total damage).
Chaos the level 26 halfling wanderer was temporally distorted to death by a Chaos's Inner Demon on level 2 of The Maze.





























































































































