Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Marauder |
| Level / Exp | 21 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Adodann the giant yellow ant at level 21 on the 1st Allure 123rd year of Ascendancy at 02:14 / 1 |
Primary Stats
| Strength | 55 (base 47) |
| Dexterity | 62 (base 30) |
| Constitution | 18 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 46 (base 15) |
Resources
| Life | -53/484 |
| Positive | 0/110 |
| Stamina | 28/165 |
| Healing Factor | 0.66022611731469 |
| Regeneration | 40.208996980162 |
Speed
| Mental | +80.243581648217% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 51 |
| Crit Chance | 39% |
| APR | 27 |
| Speed | 0.50 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 51 |
| Crit Chance | 41% |
| APR | 27 |
| Speed | 0.50 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.9 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Lightning | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +14% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 33.92 (81.030927835052%) |
| Defense | 40.228536489779 |
| Ranged Defense | 40.228536489779 |
| Fatigue | 8 |
| Physical Save | 36.8 |
| Spell Save | 20 |
| Mental Save | 28.425 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 14%( 70%) |
| Mind | + 23%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 100% |
| Confusion Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 117 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 801% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 8 turns. Also while Heroism is active, you will only die when reaching -604 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Momentum |
| talent | Secrets of the Eternals |
| beneficial effect | The target's strength is increased by 6 by the thrill of combat. Bloodrage |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | 57% chance to score a secondary blow. Greater Weapon Focus |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is out of phase with reality, increasing defense by 0, resist all by 2%, and the duration of all timed effects by 0%. Out of Phase |
| detrimental effect | The target's has a cursed wound, reducing healing by 45%. Cursed Wound |
| beneficial effect | The thrill of combat improves the target's maximum life by 9%, life regeneration by 23.15, and stamina regeneration by 4.63. Bloodbath |
| beneficial effect | A flow of life spins around the target, regenerating 23.40 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee attacks. Evasion |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by king cobra. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Betaba (0 def, 3 armour) Betaba (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 4 physical Physical save: +3 Stamina each turn: +0.50 Maximum life: +20.00 Maximum stamina: +14.00 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +41.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | defender's dwarven-steel helm of constitution (+5) (6 def, 10 armour) defender's dwarven-steel helm of constitution (+5) (6 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 Fatigue: +4% Changes stats: +5 Con Changes resistances: +4% all Physical save: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xyta [power 32] (39/41 cooldown) Xyta [power 32] (39/41 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Dex Damage when the wearer hits(melee): 4 mind Changes damage: +6% physical It can be used to teleport randomly (rad 32), placing all other charms into a 41 cooldown. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Isamiwen IsamiwenCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 Defense: +8 Changes stats: +1 Str / +5 Dex / +4 Cun / +3 Con Changes resistances: +6% nature Stun/Freeze immunity: +29% Life regen: +0.80 Light radius: +2 Rings can have magical properties. |
| On fingers | steel ring 'Arcspar' steel ring 'Arcspar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 Changes stats: +6 Dex / +3 Mag / +5 Wil / +10 Cun Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Changes damage: +3% lightning Spell save: +6 Mindpower: +6 Light radius: +2 Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | voratun mace 'Uloromivor' (46-64.4 power, 6 apr) voratun mace 'Uloromivor' (46-64.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Special effect when this weapon crits: wounds the target Damage conversion: 44% acid blind When wielded/worn: Accuracy: +12 Physical crit. chance: +10.0% Physical power: +13 Changes stats: +5 Dex Damage when the wearer hits(melee): 2 blight Changes resistances: +9% mind Changes resistances penetration: +14% acid / +10% blight Critical mult.: +10.00% Life regen: +1.80 Mana when firing critical spell: +1.00 Resist all after a teleport: +2% Blunt and deadly. |
| Around waist | hardened leather belt 'Flashspiker' hardened leather belt 'Flashspiker'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +9 Dex / +9 Cun / +6 Lck Damage when the wearer hits(melee): 4 light Damage when the wearer is hit: 8 blight Trap disarming bonus: +9 Stealth bonus: +7 Physical save: +8 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum vim: +40.00 Mindpower: +4 Mental crit. chance: +8% Infravision radius: +3 A belt that goes around your waist. |
| In off hand | steel dagger 'Shockhack' (16.5-21.45 power, 6 apr) steel dagger 'Shockhack' (16.5-21.45 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% Damage when this weapon hits: +6 darkness / +8 lightning Damage against: +6% Humanoid / +10% Undead When wielded/worn: Accuracy: +6 Changes stats: +2 Dex Changes damage: +3% physical Stamina each turn: +0.60 Sharp, short and deadly. |
| Cloak | resilient cashmere cloak of Eldoral (2 def, 0 armour) resilient cashmere cloak of Eldoral (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun / +2 Dex Maximum life: +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thunderminister (4 def, 9 armour) Thunderminister (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +5 Cun / +4 Wil Damage when the wearer is hit: 12 physical Changes resistances: +9% mind Changes damage: +12% lightning Mental save: +12 Life regen: +3.00 Stamina each turn: +0.80 A suit of armour made of metal plates. |
Inventory
wild infusion of the duelist (resist 25%; cure physical) wild infusion of the duelist (resist 25%; cure physical)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: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 25% for 5 turns. Its effects scale with your Dexterity stat. 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. |
wild infusion of the sneak (resist 26%; cure mental, magical) wild infusion of the sneak (resist 26%; cure mental, magical)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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 26% for 5 turns. Its effects scale with your Cunning stat. 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. |
wild infusion of the wizard (resist 22%; cure mental, physical) wild infusion of the wizard (resist 22%; cure mental, physical)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: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 6 turns. Its effects scale with your Magic stat. 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. |
teleportation rune (range 37) teleportation rune (range 37)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 37 with a minimum range of 15. 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. |
teleportation rune of the duelist (range 125) teleportation rune of the duelist (range 125)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 125 with a minimum range of 15. Its effects scale with your Dexterity stat. 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. |
teleportation rune of the wizard (range 35) teleportation rune of the wizard (range 35)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Magic stat. 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. |
Blazebrace the copper amulet Blazebrace the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 Armour penetration: +4 Physical crit. chance: +4.0% Damage when the wearer hits(melee): 4 temporal / 2 fire Critical mult.: +11.00% Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing steel amulet of dexterity (+3) cleansing steel amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% nature / +12% blight Poison immunity: +20% Disease immunity: +20% Amulets can have magical properties. |
insulating steel amulet of strength (+3) insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% cold / +10% fire Amulets can have magical properties. |
restful steel amulet of dexterity (+3) restful steel amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +1.30 Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% darkness / +12% light Blindness immunity: +21% Amulets can have magical properties. |
steel amulet 'Duskravage' steel amulet 'Duskravage'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +1 Wil Damage when the wearer is hit: 4 darkness Changes resistances: +3% darkness / +5% arcane Talent mastery: +0.15 Technique / Bloodthirst Mental save: +6 Confusion immunity: +14% Life regen: +1.50 Mindpower: +7 Amulets can have magical properties. |
steel amulet of magic (+4) steel amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
steel amulet of the fish steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold Allows you to breathe in: water Amulets can have magical properties. |
Boryrin the copper ring Boryrin the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +10% temporal Critical mult.: +5.00% Mental save: +6 Confusion immunity: +25% Defense after a teleport: +5 Rings can have magical properties. |
Eminor EminorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +22% acid Changes damage: +11% acid Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Rings can have magical properties. |
Layida the copper ring Layida the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% physical Mental save: +6 Confusion immunity: +25% Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Gloruvea' copper ring 'Gloruvea'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +1 Str / +5 Wil / +4 Cun Changes resistances: +2% physical Mindpower: +7 Rings can have magical properties. |
psionicist's steel ring of clarity psionicist's steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +9 Confusion immunity: +28% Rings can have magical properties. |
rogue's steel ring of the mind (+11%) rogue's steel ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +11% mind Changes damage: +11% mind Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 Spell save: +8 Mental save: +7 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of light (+26%) steel ring of light (+26%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% light Changes damage: +13% light Rings can have magical properties. |
wizard's steel ring of darkness (+24%) wizard's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +8 Rings can have magical properties. |
wizard's steel ring of power wizard's steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Changes stats: +3 Mag Spell save: +6 Spellpower: +7 Mindpower: +6 Rings can have magical properties. |
Earigrim (17-22.1 power, 6 apr) Earigrim (17-22.1 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +5 mind Damage conversion: 22% mind When wielded/worn: Changes stats: +2 Cun / +5 Wil Damage when the wearer hits(melee): 4 temporal Critical mult.: +5.00% Mindpower: +6 Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. 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. |
steel dagger 'Galeweeper' (8-10.4 power, 6 apr) steel dagger 'Galeweeper' (8-10.4 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.0 - 10.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +4 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes stats: +1 Wil Damage when the wearer is hit: 6 mind Changes damage: +3% lightning Sharp, short and deadly. |
steel dagger 'Porekira' (11.5-14.95 power, 6 apr) steel dagger 'Porekira' (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 darkness Damage against: +21% Humanoid When wielded/worn: Changes damage: +6% physical Maximum life: +40.00 Sharp, short and deadly. |
steel dagger of purging (11-14.3 power, 6 apr) steel dagger of purging (11-14.3 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +4 nature Sharp, short and deadly. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
hardened leather belt 'Beuntir' hardened leather belt 'Beuntir'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +7 Lck Damage when the wearer is hit: 16 mind / 4 temporal Changes resistances: +8% fire / +7% cold / +7% lightning / +12% mind / +8% temporal Trap disarming bonus: +13 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
Salema (3 def, 0 armour) Salema (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +3 Changes stats: +2 Str / +2 Con Pinning immunity: +5% Resist all after a teleport: +2% New effects duration reduction after a teleport: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zisus the Brightwild (2 def, 5 armour) Zisus the Brightwild (2 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 Armour penetration: +6 Armour: +5 Defense: +2 Changes stats: +3 Dex / +4 Wil / +4 Cun Damage when the wearer is hit: 12 light Changes resistances: +14% cold / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +3% light Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Moyalatharand' (5 def, 0 armour) elven-silk robe 'Moyalatharand' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +4 Mag Changes resistances: +9% cold / +6% lightning / +16% blight / +6% light / +6% darkness / +14% mind Changes damage: +14% mind Life regen: +5.00 Maximum life: +100.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aladunarak the pair of iron boots (0 def, 3 armour) Aladunarak the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +6% light Spell save: +3 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 40.76 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 148.48 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Dayquill (1 def, 0 armour) Dayquill (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +18% lightning / +3% darkness Mental save: +6 Light radius: +1 A pointy cloth hat, very wizardly... |
Galorach (0 def, 3 armour) Galorach (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% nature / +5% blight Changes damage: +3% arcane Mental save: +3 Disease immunity: +5% Cut immunity: +5% New effects duration reduction after a teleport: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Woesmasher (1 def, 2 armour)Woesmasher (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +2 Defense: +1 Fatigue: +4% Damage when the wearer is hit: 8 darkness Changes resistances: +3% physical / +17% fire A suit of armour made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
49 alchemist agate 49 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 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. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
13 topaz 13 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. |
iron pickaxe of deeplife (dig speed 27 turns) iron pickaxe of deeplife (dig speed 27 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness Damage affinity(heal): +15% darkness Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
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 is 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. |
barbed pouch of steel shots of erosion (18/18, 19-22.8 power, 2 apr) barbed pouch of steel shots of erosion (18/18, 19-22.8 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +5 nature / +7 bleed / +5 temporal Shots are used with slings to pummel your foes to death. |
quick-loading pouch of steel shots of accuracy (17/17, 18-21.6 power, 2 apr) quick-loading pouch of steel shots of accuracy (17/17, 18-21.6 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 When wielded/worn: Ammo reloads per turns: +2 Shots are used with slings to pummel your foes to death. |
quick steel torque of kinetic psionic shield [power 37] (39/13 cooldown) quick steel torque of kinetic psionic shield [power 37] (39/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 37 for 6 turns, placing all other charms into a 13 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (39/20 cooldown) steel torque of thermal psionic shield [power 47] (39/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 47 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of cure poisons [power 1] (39/15 cooldown) quick ash totem of cure poisons [power 1] (39/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 1 poisons from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of thorny skin [power 38] (39/30 cooldown) supercharged ash totem of thorny skin [power 38] (39/30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 38 and armour hardiness by 40%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Urthubar [power 7] (39/5 cooldown) Urthubar [power 7] (39/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Dex Infravision radius: +2 See invisible: +6 It can be used to light the area around you (rad 7), placing all other charms into a 5 cooldown. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of firewall [power 113] (39/6 cooldown) bright ash wand of firewall [power 113] (39/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting for 4 turns (dam 113 overall), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded ash wand of conjuration [power 145] (39/6 cooldown) warded ash wand of conjuration [power 145] (39/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum wards: +2 fire / +2 cold / +2 lightning / +2 blight / +1 temporal Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine 2 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GrmblRauder the Shalore Marauder level 8
3rd Dusk 122nd year of Ascendancy at 01:44 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By GrmblRauder the Shalore Marauder level 10
25th Dusk 122nd year of Ascendancy at 02:45 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By GrmblRauder the Shalore Marauder level 20
65th Haze 122nd year of Ascendancy at 07:59 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By GrmblRauder the Shalore Marauder level 10
36th Dusk 122nd year of Ascendancy at 07:56 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By GrmblRauder the Shalore Marauder level 21
6th Decay 122nd year of Ascendancy at 03:34 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By GrmblRauder the Shalore Marauder level 21
2nd Wintertide 123rd year of Ascendancy at 04:51 see stats
Log
GrmblRauder deactivates Momentum.
GrmblRauder activates Momentum.
GrmblRauder deactivates Secrets of the Eternals.
GrmblRauder activates Secrets of the Eternals.
GrmblRauder rushes out!
GrmblRauder performs a melee critical strike against Silorarin the rattlesnake!
Silorarin the rattlesnake resists the mind attack!
Silorarin the rattlesnake starts to bleed.
GrmblRauder focuses and gains an extra blow!
GrmblRauder performs a melee critical strike against Silorarin the rattlesnake!
Silorarin the rattlesnake resists!
Silorarin the rattlesnake is dazed!
Silorarin the rattlesnake summons an Stone Golem!
GrmblRauder hits Silorarin the rattlesnake for 97 acid, 135 physical, 4 physical, 2 blight, 4 light, 1 mind, 101 acid, 140 physical, 4 physical, 2 blight, 4 light, 3 mind, 40 physical, 6 darkness, 9 lightning, 4 physical, 2 blight, 4 light, 3 mind (566 total damage).
Silorarin the rattlesnake hits GrmblRauder for 6 lightning, 5 lightning, 5 lightning (15 total damage).
Rattlesnake hits GrmblRauder for 11 physical damage.
GrmblRauder hits Rattlesnake for 10 physical, 8 blight (18 total damage).
Silorarin the rattlesnake summons a War Hound!
GrmblRauder deactivates Momentum.
GrmblRauder activates Momentum.
GrmblRauder deactivates Secrets of the Eternals.
GrmblRauder activates Secrets of the Eternals.
GrmblRauder uses Disengage.
GrmblRauder uses Disengage.
Silorarin the rattlesnake is not dazed anymore.
Deep Wound from GrmblRauder hits Silorarin the rattlesnake for 18 physical damage.
Silorarin the rattlesnake summons a Ritch Flamespitter!
Adodann the giant yellow ant uses Overpower.
Saving game...
