












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 30 / 24% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 73rd Regrowth 123rd year of Ascendancy at 18:32 / 2Killed by Celia at level 30 on the 1st Pyre 124th year of Ascendancy at 02:17 |
Primary Stats
| Strength | 37 (base 10) |
| Dexterity | 64 (base 49) |
| Constitution | 42 (base 34) |
| Magic | 23 (base 13) |
| Willpower | 21 (base 11) |
| Cunning | 69 (base 42) |
Resources
| Life | -190/806 |
| Stamina | 161/214 |
| Healing Factor | 1.4439880031269 |
| Regeneration | 3.2489730070356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 45.489019298224 |
| See Invisible | 45.489019298224 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 67 |
| Crit Chance | 40% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
| Blight | +9% |
| Physical | +12% |
| Mind | +15% |
| Nature | +9% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 41 (63.594633868923%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 17 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 41%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 34%( 70%) |
| All | + 19%( 70%) |
| Lightning | + 24%( 70%) |
| Temporal | + 36%( 70%) |
| Fire | + 38%( 70%) |
| Cold | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Poison Resistance | 31% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 562% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by luminous horror. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Faith Coldwind. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Emelylenne the chitinous spider. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Glorera the black ooze. Escort: worried loremaster (level 4 of Dreadfell) | 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 fire dragon that dwelled there. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 144. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. * '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.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. 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.' * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of faeros ash. | 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 within10 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of drakeskin leather boots 'Blazedash' (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% physical ----- def ----- Armour +5 Resists +12% temporal +15% fire Phys.save +9 (+4 eff.) Disengage: Puts all charms on 12 cooldown Level 3.9 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 185% 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. |
| Quiver | pouch of dwarven-steel shots of crippling (16/16, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego+] Master Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Ivysewyn1.0 T5 lite [Rare] Master While equipped: Stats +9 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Defense +20 (+5 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Radhachak the dwarven-steel helm (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +5 Dex +4 Wil +8 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% blight +6% physical Acc +7 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +4% Resists +9% temporal Heal.mod +10% Blind- +20% Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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 256.0 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic drakeskin leather gloves of archery (0 def, 7 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +7 Mind.save +9 (+4 eff.) Max.HP +67.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eilinusema the steel torque of clear mind [power 2] (31/20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +1 Str dps ---------- S.pwr/crit +8 Dmg.mod +3% blight ---------- misc Mana/s.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lightwish0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) Res.pen +5% light Melee Ret 2 light ----- def ----- Mind.save +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | rogue's stralite ring of speed0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +2 Cun dps ---------- Mov.spd +21% Acc +9 (+2 eff.) ----- def ----- Defense +12 (+3 eff.) Blinding Speed: Puts all charms on 32 cooldown Level 4.0 Pwr.cost 32 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | copper amulet 'Arethra'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee Ret 4 temporal ----- def ----- Resists +6% lightning +6% physical +9% fire Die.at -60.00 life ---------- misc Stam/turn +0.30 Infravis +3 Amulets make your neck look great! |
| In main hand | Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | monstrous hardened leather belt of resilience1.0 T3 belt armor [Ego+] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Max.HP +30.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Iceblight the voratun shield (0 def, 10 armour, 70-85 power, 201.5 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 70.5 - 84.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 On Hit.r1 +8 mind On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +10 Fatigue +8% Resists +27% acid +12% cold +18% mind ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Erelyrand the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -3% Resists +6% blight +9% cold Mind.save +3 (+1 eff.) Poison- +10% Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +7% blight +9% all Max.HP +46.00 HP.reg +2.00 Heal.mod +11% Poison- +21% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (234.00 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 234.00 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 48 power out of 60/60 The evilness of undeath radiates from this amulet. |
pixie's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Melee+ 10 light Ranged+ 11 light Dmg.mod +10% light Rings make your fingers look great! |
Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 65% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +2 Str +2 Dex +6 Mag +2 Wil +6 Cun +2 Con dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 68.80 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. |
Coalweeper the hardened leather sling4.0 T3 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% On Hit.r1 +20 fire While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Dmg.mod +6% cold ----- def ----- Resists +20% darkness Slings are used to hurl stones or metal shots at your foes. |
Searprophet4.0 T3 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +1 Mag dps ---------- Phys.crit +2.0% Res.pen +25% fire Acc +7 (+2 eff.) ----- def ----- Resists +6% acid Mind.save +6 (+3 eff.) Max.HP +40.00 Slings are used to hurl stones or metal shots at your foes. |
Yarekalthostir4.0 T5 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +12 Str +2 Wil +3 Cun dps ---------- Phys.crit +7.0% Acc +9 (+2 eff.) ---------- misc Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon [Normal] Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
enhanced reinforced leather sling4.0 T4 sling 1H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +8 Dex +6 Mag +6 Wil +3 Cun +3 Con Slings are used to hurl stones or metal shots at your foes. |
ranger's cured leather sling4.0 T2 sling 1H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Dex Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 T1 sling 1H weapon [Normal] Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Veluvea'4.0 T1 sling 1H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Reload +3 Max.stam +10.00 Slings are used to hurl stones or metal shots at your foes. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
Torerig (1 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +12% acid ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +5% arcane 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. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+11 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 40 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Ce'Nothra (0 def, 5 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +5 Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Equi/ret +0.08 Psi/ret +0.04 Infravis +2 A pair of boots made of leather. |
Lustrewaker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 cold Dmg.mod +6% blight +5% cold +6% light Acc +5 (+1 eff.) Melee Ret 2 light ----- def ----- Armour +2 Fatigue +3% Resists +6% cold Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +25% 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. |
dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% 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. |
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 (+6 eff.) Spell.save +12 (+7 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. |
Xanor the Kindlewisp (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +5 Fatigue +5% Resists +6% fire ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening cured leather armour of the hero (6 def, 4 armour)9.0 T2 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +8 Wil +8 Cun ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Mind.save +12 (+6 eff.) Max.HP +36.00 A suit of armour made of leather. |
8 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. |
361 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Scorpionqueller' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +9% nature Melee Ret 6 nature ----- def ----- Resists +11% nature ---------- misc Equi/ret +0.12 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Tarrymnir the Shinewyrd2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind ----- def ----- Resists +3% light Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +8% blight Max.HP +49.00 HP.reg +6.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 265/400 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. |
plaguebringer's pouch of dwarven-steel shots (19/19, 29-35 power, 3 apr)3.0 T3 shot ammo [Ego+] Arcane Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 14 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (17/17, 30-36 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 30.0 - 36.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +7 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage Shots are used with slings to pummel your foes to death. |
sentry's pouch of iron shots of crippling (46/46, 16-20 power, 4 apr)3.0 T1 shot ammo [Ego++] Arcane/Master Power 16.5 - 19.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Capacity 46 Rld cld 4 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Brenurand the voratun torque of mindblast [power 400] (31/12 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Phys.save +3 (+1 eff.) Die.at -20.00 life Confus- +20% Teleport- +20% Blast the opponent's mind dealing 460 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
5 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. |
7 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. |
5 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
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Faith Coldwind the Cornac Skirmisher level 27
75th Dusk 123rd year of Ascendancy at 19:34 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Faith Coldwind the Cornac Skirmisher level 9
45th Dusk 122nd year of Ascendancy at 00:36 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Faith Coldwind the Cornac Skirmisher level 18
14th Regrowth 123rd year of Ascendancy at 19:58 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Faith Coldwind the Cornac Skirmisher level 25
60th Pyre 123rd year of Ascendancy at 19:22 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Faith Coldwind the Cornac Skirmisher level 26
35th Dusk 123rd year of Ascendancy at 19:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By Faith Coldwind the Cornac Skirmisher level 10
51st Dusk 122nd year of Ascendancy at 01:58 see stats
Level 20 (Roguelike)
Got a character to level 20.By Faith Coldwind the Cornac Skirmisher level 20
59th Regrowth 123rd year of Ascendancy at 23:25 see stats
Level 30 (Roguelike)
Got a character to level 30.By Faith Coldwind the Cornac Skirmisher level 30
12nd Regrowth 124th year of Ascendancy at 11:18 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Faith Coldwind the Cornac Skirmisher level 25
16th Dusk 123rd year of Ascendancy at 17:40 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Faith Coldwind the Cornac Skirmisher level 27
42nd Haze 123rd year of Ascendancy at 17:27 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Faith Coldwind the Cornac Skirmisher level 15
52nd Haze 122nd year of Ascendancy at 02:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Faith Coldwind the Cornac Skirmisher level 8
10th Flare 122nd year of Ascendancy at 06:21 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Faith Coldwind the Cornac Skirmisher level 25
2nd Flare 123rd year of Ascendancy at 21:15 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Faith Coldwind the Cornac Skirmisher level 13
9th Haze 122nd year of Ascendancy at 09:03 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Faith Coldwind the Cornac Skirmisher level 19
45th Regrowth 123rd year of Ascendancy at 13:25 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Faith Coldwind the Cornac Skirmisher level 27
11st Haze 123rd year of Ascendancy at 01:35 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Faith Coldwind the Cornac Skirmisher level 18
1st Allure 123rd year of Ascendancy at 16:18 see stats
Unstoppable (Roguelike)
Returned from the dead.By Faith Coldwind the Cornac Skirmisher level 20
73rd Regrowth 123rd year of Ascendancy at 18:32 see stats
Log
Faith Coldwind uses Infusion: Movement.
Faith Coldwind is moving at extreme speed!
Ghoulking hits War bear for 164 cold damage.
Lava floor hits Ghoulking for 11 fire damage.
Lava floor hits Ghast for 18 fire damage.
Celia casts Consume Soul.
Celia receives 572 healing.
Faith Coldwind speeds up.
Faith Coldwind slows down.
Faith Coldwind uses Tumble.
Faith Coldwind casts Rune: Blink.
Faith Coldwind is out of phase.
Lava floor hits Ghoulking for 10 fire damage.
Spikes of Decrepitude hits Faith Coldwind for (21 flat reduction), 0 cold, (19 flat reduction), 0 darkness (0 total damage).
Talent Infusion: Regeneration is ready to use.
Ghoul slows down.
Ghast uses Ghoulish Leap.
Ghast speeds up.
Lava floor hits Ghast for 23 fire damage.
Lava floor hits Ghast for 28 fire damage.
Celia casts Invoke Darkness.
Faith Coldwind reacts to damage from Celia, mitigating the blow!.
Celia hits Faith Coldwind for (26 flat reduction), (77 reacted , -5 stam), 130 darkness (130 total damage).
Faith Coldwind the level 30 cornac skirmisher was shadowed to death by Celia on level 2 of Last Hope Graveyard.
Space restabilizes around you.


































































































