Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Draconian |
| Class | Randventurer |
| Level / Exp | 21 / 64% |
| Size | huge |
| Lifes / Deaths | Killed by forge-giant at level 21 on the 30th Regrowth 123rd year of Ascendancy at 05:55 / 1 |
Primary Stats
| Strength | 34 (base 20) |
| Dexterity | 23 (base 12) |
| Constitution | 27 (base 18) |
| Magic | 36 (base 26) |
| Willpower | 47 (base 27) |
| Cunning | 54 (base 35) |
Resources
| Mana | 142/320 |
| Psi | 29/112 |
| Paradox | 0 |
| Life | -280/754 |
| Positive | 41/110 |
| Stamina | 203/203 |
| Equilibrium | 18 |
| Healing Factor | 1.25 |
| Regeneration | 1.3125 |
Speed
| Mental | +6.44163323379% |
| Attack | 0% |
| Movement | +550% |
| Spell | +6.44163323379% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 49 |
| Speed | 0.94 |
Offense: Offhand
| Damage | 58 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 49 |
| Speed | 0.94 |
Offense: Spell
| Spellpower | 46.554977324638 |
| Crit Chance | 16% |
| Speed | 0.93948201433887 |
Offense: Mind
| Mindpower | 48.585775272299 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.551308809146 (77.802197802198%) |
| Defense | 18.55 |
| Ranged Defense | 18.55 |
| Fatigue | 13 |
| Physical Save | 35.6125 |
| Spell Save | 34.9625 |
| Mental Save | 39.6125 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 977% over 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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: PrimalUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
| Cunning / Shadow magic | 1.37 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Spell / Earth | 1.13 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.15 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.15 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.23 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.32 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.28 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.22 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.15 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Blurred Mortality |
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Deflect Projectiles |
| talent | Psiblades |
| talent | Arcane Power |
| talent | Beyond the Flesh |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 10%. Primal Attunement |
| beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 550% faster. Wild Speed |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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. * You have upgraded your rod of recall to transport you to the fortress. * 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: 9. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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 red crystal shard. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
| Psionic focus | reshaped(11,11) thunderous dwarven-steel greatmaul of massacre (60-90 power, 2 apr) reshaped(11,11) thunderous dwarven-steel greatmaul of massacre (60-90 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 Base power: 60.0 - 90.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +10% lightning Massive two-handed mauls. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 104.20 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Light source | scorching alchemist's lamp of focus scorching alchemist's lamp of focusPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +5% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | clarifying linen wizard hat of the Brotherhood (1 def, 0 armour) clarifying linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag / +3 Cun / +3 Con Changes damage: +7% arcane Mental save: +6 It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
| On fingers | solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 Rings can have magical properties. |
| On fingers | Hettydrathel the gold ring Hettydrathel the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes resistances: +6% nature Disease immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Spellpower: +7 Mindpower: +8 Rings can have magical properties. |
| Around neck | savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +14 Spell save: +16 Mental save: +13 Amulets can have magical properties. |
| In main hand | thorny mindstar of balance (7-7.7 power, 46 apr, nature damage) thorny mindstar of balance (7-7.7 power, 46 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 75% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +5 Spell save: +4 Mental save: +4 Equilibrium when hit: +1.00 Mindpower: +6 Mental crit. chance: +3% 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. |
| Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | thorny mindstar 'Infernomark' (8.5-9.35 power, 46 apr, nature damage) thorny mindstar 'Infernomark' (8.5-9.35 power, 46 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 75% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armor When wielded/worn: Effects on melee hit: * 15% chance to corrode armor Changes resistances: +6% fire Life regen: +0.80 Maximum life: +13.00 Mindpower: +6 Mental crit. chance: +3% 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 | murderer's linen cloak of the hunter (1 def, 0 armour) murderer's linen cloak of the hunter (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 Armour penetration: +3 Defense: +1 Fatigue: -5% Changes stats: +2 Cun / +1 Dex Maximum life: +42.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reshaped[7,-3%] Thalore-Wood Cuirass (4 def, 19 armour) reshaped[7,-3%] Thalore-Wood Cuirass (4 def, 19 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Defense: +4 Fatigue: +11% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 201 over 5 turns)regeneration infusion (heal 201 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heat beam rune (105 fire damage)heat beam rune (105 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 104.94 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
titan's copper ring of nature (+22%) titan's copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of massacre (57-85.5 power, 3 apr)acidic stralite battleaxe of massacre (57-85.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Massive two-handed battleaxes. |
reshaped(7,7) Aerylramina (61.5-92.25 power, 2 apr) reshaped(7,7) Aerylramina (61.5-92.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 61.5 - 92.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Grants telepathy: Humanoid/Orc Psi when hit: +0.08 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. slime-covered stralite greatmaul of torment (55-82.5 power, 3 apr)slime-covered stralite greatmaul of torment (55-82.5 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 13% * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +12% mind / +7% darkness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatsword (36-57.6 power, 2 apr)flaming dwarven-steel greatsword (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +13 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stralite greatsword of purging (51-81.6 power, 3 apr)stralite greatsword of purging (51-81.6 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +19 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword of daylight (48-76.8 power, 3 apr)warbringer's stralite greatsword of daylight (48-76.8 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +19% Undead When wielded/worn: Physical power: +13 Changes stats: +5 Con Changes resistances penetration: +10% physical Disarm immunity: +21% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Sword of Potential Futures (28-39.2 power, 10 apr)Sword of Potential Futures (28-39.2 power, 10 apr) Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Spellpower: +5 Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel mace of erosion (26.5-37.1 power, 4 apr)acidic dwarven-steel mace of erosion (26.5-37.1 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +10 temporal / +7 nature Blunt and deadly. |
mossy mindstar of storms (3-3.3 power, 12 apr, mind damage) mossy mindstar of storms (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str / +1 Dex / +1 Mag / +1 Wil / +2 Cun / +1 Con Changes resistances: +5% lightning Changes resistances penetration: +5% lightning Changes damage: +5% lightning Mindpower: +1 Mental crit. chance: +1% 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. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff (25-30 power, 5 apr, cold element)elven-wood magestaff (25-30 power, 5 apr, cold element) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of breaching (25-30 power, 5 apr, lightning element)elven-wood magestaff of breaching (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% lightning Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood magestaff of invocation (25-30 power, 5 apr, fire element)elven-wood magestaff of invocation (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +18 Spell crit. chance: +4% It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. silk robe of power (3 def, 0 armour)silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes damage: +9% all Spellpower: +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 41.11 to 123.32 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 Armour: +2 Changes stats: +4 Dex Life regen: +1.00 Stamina each turn: +1.20 Maximum stamina: +21.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Lisaba the Glittershear (4 def, 14 armour)Lisaba the Glittershear (4 def, 14 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 Fatigue: +16% Changes stats: +2 Cun Changes resistances penetration: +5% light / +10% mind Psi when hit: +0.04 Mental crit. chance: +2% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Fire Dragon Shield (16 def, 9 armour, 220 block)Fire Dragon Shield (16 def, 9 armour, 220 block) Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 80 block)acidic dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 19 acid Changes resistances: +17% cold Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Quiver of Domination (20/20, 24-33.6 power, 8 apr)Quiver of Domination (20/20, 24-33.6 power, 8 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 20% Wil, 50% Str, 60% Dex Damage type: Mind Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
This item will automatically be transmogrified when you leave the level. hateful quiver of yew arrows of amnesia (17/17, 32-44.8 power, 10 apr)hateful quiver of yew arrows of amnesia (17/17, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 17 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +9 darkness Damage against: +5% Living Arrows are used with bows to pierce your foes to death. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of the Iron Throne (dig speed 14 turns)dwarven-steel pickaxe of the Iron Throne (dig speed 14 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +25.00 Maximum stamina: +15.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. miner's dwarven-steel pickaxe (dig speed 22 turns)miner's dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By The Dice Man II the Draconian Randventurer level 11
15th Dusk 122nd year of Ascendancy at 16:16 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By The Dice Man II the Draconian Randventurer level 17
28th Haze 122nd year of Ascendancy at 11:15 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By The Dice Man II the Draconian Randventurer level 18
54th Haze 122nd year of Ascendancy at 02:08 see stats
Level 10 (Roguelike)
Got a character to level 10.By The Dice Man II the Draconian Randventurer level 10
2nd Summertide 122nd year of Ascendancy at 23:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By The Dice Man II the Draconian Randventurer level 20
9th Allure 123rd year of Ascendancy at 14:42 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By The Dice Man II the Draconian Randventurer level 15
46th Dusk 122nd year of Ascendancy at 15:03 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By The Dice Man II the Draconian Randventurer level 21
28th Regrowth 123rd year of Ascendancy at 17:01 see stats
The Arena (Roguelike)
Unlocked Arena mode.By The Dice Man II the Draconian Randventurer level 10
2nd Summertide 122nd year of Ascendancy at 23:22 see stats
The secret city (Roguelike)
Discovered the truth about mages.By The Dice Man II the Draconian Randventurer level 13
35th Dusk 122nd year of Ascendancy at 09:47 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By The Dice Man II the Draconian Randventurer level 18
54th Haze 122nd year of Ascendancy at 03:53 see stats
Log
The Dice Man II casts Rune: Reflection Shield.
A shield forms around The Dice Man II.
The Dice Man II casts Healing Light.
The Dice Man II receives 186 healing.
The shield around The Dice Man II crumbles.
The Dice Man II reflects damage back to Forge-giant!
Forge-giant hits The Dice Man II for (36 absorbed), 0 fire (0 total damage).
Burning from Forge-giant hits The Dice Man II for (33 absorbed), 0 fire (0 total damage).
The Dice Man II hits Forge-giant for 33 reflected, 24 physical, 22 darkness, 36 reflected, 31 reflected, 31 reflected (177 total damage).
Forge-giant's cleansing fire area effect hits Forge-giant for 7 fire damage.
Forge-giant's cleansing fire area effect hits The Dice Man II for (31 absorbed), 0 fire (0 total damage).
Forge-giant's cleansing fire area effect hits The Dice Man II for (31 absorbed), 0 fire (0 total damage).
Forge-giant casts Firebeam.
Forge-giant hits The Dice Man II for 118 fire, 67 blight, 45 fire, 36 blight, 45 fire, 27 cold (339 total damage).
The Dice Man II hits Forge-giant for 1 physical, 0 fire, 1 physical, 0 fire (2 total damage).
Impending Doom from The Dice Man II hits Forge-giant for 72 arcane damage.
The Dice Man II uses Infusion: Primal.
The Dice Man II stops burning.
The Dice Man II is cured!
The Dice Man II attunes to the wild.
The Dice Man II uses Infusion: Movement.
The Dice Man II is moving freely.
The Dice Man II prepares for the next kill!.
Talent Realign is ready to use.
Talent Manathrust is ready to use.
The Dice Man II HEALS from fire damage!
Forge-giant's cleansing fire area effect hits The Dice Man II for 31 fire, 4 healing (31 total damage) [4 healing].
Saving game...
