











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 26 / 77% |
| Size | small |
| Lifes / Deaths | Killed by elven blood mage at level 26 on the 80th Regrowth 123rd year of Ascendancy at 21:16 / 1 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 75 (base 47) |
| Constitution | 31 (base 10) |
| Magic | 16 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 95 (base 57) |
Resources
| Life | -191/656 |
| Stamina | 118/233 |
| Healing Factor | 1.3758714593978 |
| Regeneration | 48.712644125186 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 48.718619386048 |
| See Invisible | 63.718619386048 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 58 |
| Crit Chance | 46% |
| APR | 28 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 40 |
| Crit Chance | 34% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Cold | +9% |
| All | 0% |
| Lightning | +12% |
| Light | +16% |
| Temporal | +3% |
| Mind | +6% |
| Darkness | +14% |
| Nature | +13% |
Offense: Damage Penetration
| Lightning | +5% |
| Nature | +20% |
| Fire | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (69.007671158813%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 17 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 13%( 70%) |
| Arcane | + 14%( 70%) |
| Fire | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| 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 685% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| 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 35% 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -390 life. The duration and life will increase by 1% for every 1% life you have lost (currently 894 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 28.6 and stamina regeneration by 5.9. Soothing Darkness |
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 chunk of ghoul flesh. * You've found the needed snow giant kidney. * 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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gukira the Phlegmslicer (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% nature Ignore resists +20% nature When Hit 2 acid defense ------ Armor +3 Resistance +9% acid other ------- Stamina/turn +0.50 Max stamina +18.00 Infravision +2 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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. |
| On head | rough leather cap 'Gorirain' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +3 Cun offense ------ Physical Power +10 (+3 eff.) Mindpower +3 (+1 eff.) When Hit 2 acid defense ------ Armor +1 Fatigue +1% Unlife -40.00 life other ------- Max stamina +10.00 Infravision +3 A cap made of leather. |
| On hands | Ariwe the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +1 Dex +3 Con offense ------ On-Hit 7 nature Damage +4% nature defense ------ Armor +2 Resistance +5% arcane +9% darkness +6% nature other ------- Infravision +1 See Invis +12 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. |
| Tool | steel torque of gale force 'Flashoath' [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun defense ------ Resistance +5% arcane +15% acid Spell save +3 (+3 eff.) other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 84.88 You won the Ring of Blood trial, and this is your reward. |
| On fingers | steel ring 'Turysus'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +1 Cun +6 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Resistance +6% temporal Life Regen +4.00 Disease Resist +20% Knockbk Resist +20% other ------- Psi when Hit +0.04 See Invis +3 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% On-Hit 7 light 9 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 21% * 7% chance to blind defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Daimirig the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +6% physical +3% temporal Accuracy +5 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
| In off hand | Blazeransom the vined mindstar (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) On-Hit 11 mind 10 darkness Damage +6% mind +8% darkness Ignore resists +5% mind +5% fire defense ------ Resistance +6% fire other ------- Hate-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Frozenfoe the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +12% lightning +9% cold Ignore resists +5% lightning Accuracy +4 (+1 eff.) Ignore Armor +4 When Hit 4 cold defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's hardened leather armour of the hero (12 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +6 Mag +5 Wil +5 Cun defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +8% Physical save +8 (+4 eff.) Life +37.00 A suit of armour made of leather. |
Inventory
heroism infusion (die at -114; dur 7; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -114 life. The duration and life will increase by 1% for every 1% life you have lost (currently 261 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 (238.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 245.14 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. |
shatter afflictions rune of the sneak (absorb 115; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 115 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Freezespike the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +7 Cun +5 Con offense ------ Mind Crit +4% Mindpower +25 (+8 eff.) Move Speed +10% Damage +6% acid +9% cold Ignore resists +25% cold defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Silewyn the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Mind Crit +3% Mindpower +10 (+3 eff.) Damage +14% lightning defense ------ Resistance +28% lightning other ------- Stamina/turn +3.00 Hate-on-crit +3.00 Max psi +50.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 10.91 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +20% other ------- Encumbrance +20 Infravision +3 See Stealth +6 See Invis +6 Rings make your fingers look great! |
steel opal ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Str +2 Dex +7 Mag +7 Wil +2 Cun +2 Con offense ------ Spellpower +5 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% acid defense ------ Armor +4 Resistance +20% acid Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +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. |
stralite greatmaul of shearing (162% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 163% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +13 (+4 eff.) Ignore Armor +12 Massive two-handed mauls. |
Loreruindil the Charkin (174% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +24 blight On-Hit, radius 1 +8 arcane On Hit: * 33% chance to reduce strength, dexterity, and constitution by 10 * Create an explosion dealing 19 cold damage (1/turn) While equipped: offense ------ Damage +6% arcane +26% cold Ignore resists +28% cold +20% physical +25% fire Accuracy +35 (+9 eff.) Ignore Armor +17 defense ------ Resistance +9% fire Massive two-handed swords. |
truestriking dwarven-steel mace (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +13 (+4 eff.) Ignore Armor +7 Blunt and deadly. |
Mayinn the Arcbreak (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 8 acid Damage +8% acid +6% mind Ignore resists +7% acid +20% mind When Hit 8 mind 2 lightning defense ------ Resistance +8% acid +12% mind Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of life (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Life +15.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) Ignore resists +8% all Accuracy +15 (+4 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Projectile Speed +200% While equipped: Stats +6 Wil +2 Cun +5 Con offense ------ Combat Speed +10% defense ------ Life +24.00 Slings are used to hurl stones or metal shots at your foes. |
cruel elven-wood vilestaff of the prodigy (129% power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Mag +5 Wil +9 Cun offense ------ Spell Crit +9% Critical power +14.00% Spellpower +12 (+8 eff.) Spellpower/crit +6 Damage +25% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Grinerek the Brandwoe (100% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 100% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness +4 acid Damage Against +7% Living +7% Unnatural On-Hit, radius 1 +8 acid +8 fire On-crit, radius 2 +11 acid +8 nature While equipped: Stats +2 Wil offense ------ Ignore resists +5% acid +9% nature Ignore Armor +7 On-Hit (Melee): * 10% chance to reduce armor by 19% One-handed war axes. |
spiritwalker's hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +5 (+2 eff.) other ------- Mana/turn +0.33 Max mana +26.00 A belt that goes around your waist. |
linen cloak 'Polivena' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Mindpower +20 (+6 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% mind other ------- Equi when Hit +0.08 Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeluma the woollen robe (15 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +16% nature +6% blight defense ------ Defense +15 (+4 eff.) Resistance +3% physical +24% nature +9% all Spell save +12 (+7 eff.) Unlife -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Shimmerglamour' (0 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: Stats +5 Str offense ------ Physical Power +30 (+10 eff.) Damage +24% lightning defense ------ Armor +4 Fatigue +3% Resistance +18% cold +2% physical Silence Resist +32% Confus Resist +32% Stun Resist +38% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Flashfurnace' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Cun +3 Con offense ------ Critical power +15.00% Mindpower +5 (+1 eff.) Damage +3% lightning When Hit 2 lightning defense ------ Armor +1 other ------- Max hate +4.00 Rush: Puts all charms on 25 cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 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. A pair of boots made of leather. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 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. |
Bokahir the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Mag +6 Wil offense ------ Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Defense +2 (+1 eff.) Resistance +9% acid Physical save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
Flamecrack the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun offense ------ Damage +6% acid +3% fire On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Thunderglamour (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +1 Fatigue +1% Resistance +21% lightning +5% temporal A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Normal] While equipped: defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
marauder's cured leather armour of command (15 def, 9 armour)9.0 Encumbrance T2 light armor [Ego++] Master/Psionic While equipped: Stats +6 Str +4 Dex +2 Cun defense ------ Armor +9 Defense +15 (+4 eff.) Fatigue +7% Physical save +7 (+3 eff.) Mind save +11 (+5 eff.) A suit of armour made of leather. |
reinforced leather armour 'Noonobeisance' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +8 (+3 eff.) Damage +15% light +9% darkness When Hit 8 arcane 4 darkness defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +5% arcane +9% light other ------- Light +3 A suit of armour made of leather. |
Xukira (0 def, 34 armour, 142 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 4 blight defense ------ Armor +34 Fatigue +8% Resistance +15% nature +23% cold Spell save +6 (+4 eff.) Disarm Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
8 agate0.0 Encumbrance 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. |
423 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
7 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
Demonic Soul0.0 Encumbrance 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. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mayitira the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag +1 Wil +3 Cun offense ------ When Hit 4 mind 12 fire defense ------ Resistance +6% fire other ------- Light +3 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 10 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Sahl the Halfling Rogue level 16
60th Haze 122nd year of Ascendancy at 02:30 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sahl the Halfling Rogue level 15
51st Haze 122nd year of Ascendancy at 08:39 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Sahl the Halfling Rogue level 19
3rd Decay 122nd year of Ascendancy at 10:13 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Sahl the Halfling Rogue level 19
4th Decay 122nd year of Ascendancy at 05:40 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sahl the Halfling Rogue level 25
62nd Regrowth 123rd year of Ascendancy at 05:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sahl the Halfling Rogue level 10
9th Flare 122nd year of Ascendancy at 00:55 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Sahl the Halfling Rogue level 20
5th Decay 122nd year of Ascendancy at 20:00 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Sahl the Halfling Rogue level 20
9th Allure 123rd year of Ascendancy at 23:10 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Sahl the Halfling Rogue level 25
62nd Regrowth 123rd year of Ascendancy at 01:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sahl the Halfling Rogue level 12
9th Dusk 122nd year of Ascendancy at 22:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sahl the Halfling Rogue level 16
66th Haze 122nd year of Ascendancy at 00:00 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sahl the Halfling Rogue level 15
58th Haze 122nd year of Ascendancy at 22:35 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sahl the Halfling Rogue level 20
1st Regrowth 123rd year of Ascendancy at 11:50 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sahl the Halfling Rogue level 19
4th Decay 122nd year of Ascendancy at 01:40 see stats
Log
Sahl's Throwing Knife performs a melee critical strike against Elven blood mage!
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Sahl's Throwing Knife hits Elven blood mage for 206 physical damage.
Sahl receives 7 healing from Bloodcaller.
You end your Shadow Dance.
Sahl's Throwing Knife killed Elven blood mage!
Weakness Disease from Elven blood mage hits Sahl for (34 resonance), 34 blight (34 total damage).
Sahl uses Throwing Knives.
Elven blood mage casts Blood Boil.
Elven blood mage's spell attains critical power!
Sahl is free from the weakness disease.
Your resonance field crumbles under the damage!
The psychic field around Sahl crumbles.
Sahl is recovering from the damage!
Sahl slows down.
Elven blood mage hits Sahl for (7 resonance), 391 blight (391 total damage).
Elven blood mage receives 70 healing.
Sahl deflects the projectile from Something to the south!
Sahl's Throwing Knife performs a melee critical strike against Elven blood mage!
Elven blood mage vanishes from sight.
Elven blood mage deactivates Secrets of the Eternals.
Sahl's Throwing Knife hits Elven blood mage for 193 physical, 15 light, 7 light, 7 nature, 10 mind, 19 darkness (252 total damage).
Sahl receives 7 healing from Bloodcaller.
Elven blood mage casts Timeless.
Elven blood mage casts Blood Spray.
Sahl is afflicted by a decrepitude disease!
Elven blood mage hits Sahl for 221 blight damage.
Sahl the level 26 halfling rogue was tainted to death by an elven blood mage on level 1 of Dark crypt.

























































































































