Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doomed |
| Level / Exp | 47 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 36 on the 1st Haze 124th year of Ascendancy at 18:49 / 2Killed by Vor, Grand Geomancer of the Pride at level 47 on the 17th Haze 125th year of Ascendancy at 12:48 |
Primary Stats
| Strength | 27 (base 11) |
| Dexterity | 15 (base 14) |
| Constitution | 80 (base 55) |
| Magic | 32 (base 8) |
| Willpower | 99 (base 60) |
| Cunning | 67 (base 60) |
Resources
| Life | -303/1546 |
| Hate | 80/120 |
| Equilibrium | 28 |
| Healing Factor | 1.3835793722626 |
| Regeneration | 8.0939393277365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 44 |
| Crit Chance | 27% |
| APR | 54 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 65 |
| Accuracy | 44 |
| Crit Chance | 27% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 70 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Damage Bonus
| All | +20% |
Defense: Base
| Armour (hardiness) | 43 (30%) |
| Defense | 17 |
| Ranged Defense | 20 |
| Fatigue | 11 |
| Physical Save | 38 |
| Spell Save | 32 |
| Mental Save | 53 |
Defense: Resistances
| All | 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 86% |
| Fear Resistance | 50% |
| Teleport Resistance | 10% |
| Blind Resistance | 0% |
| Silence Resistance | 30% |
| Bleed Resistance | 10% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 851 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -1076 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 188 damage from the next 1.7 attack(s) with a 10% chance to counterattack. Guarded |
| beneficial effect | Ndidiari is feeding from Vor, Grand Geomancer of the Pride. Feeding |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| 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 (+4 cooldowns). Infusion Saturation |
| detrimental effect | Your body is cauterizing, burning for 18.20 damage each turn. Cauterize |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Passing |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+18). Continuum Destabilization |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Cursed Form |
| beneficial effect | A random shadow absorbed a fatal blow for you, granting you a negative shield of 300. Shadow Decoy |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Back and there again | 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 renegade 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 have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
Escort: injured seer (level 1 of Dreadfell) | failed |
Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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 unlocked the training room. * 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&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (Shrouds) (0 def, 3 armour) undeterred pair of hardened leather boots (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +30% Confusion immunity: +25% Stun/Freeze immunity: +28% Curse of Shrouds A pair of boots made of leather. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 142, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 327.75 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Aletta& Aletta&Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 212.39 mind damage and cripples the target&ANTIQUE_WHITE |
| On hands | Gloves of the Firm Hand (Corpses) (0 def, 8 armour) Gloves of the Firm Hand (Corpses) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Corpses These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 10/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+5 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | stralite ring &039; stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +3% darkness / +3% temporal / +3% mind / +5% arcane Disease immunity: +20% Disarm immunity: +44% Confusion immunity: +5% Pinning immunity: +39% Knockback immunity: +49% Maximum life: +40.00 Rings can have magical properties. |
| Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
| In main hand | horrifying living mindstar of life (Corpses) (17.5-19.25 power, 47 apr, mind damage) horrifying living mindstar of life (Corpses) (17.5-19.25 power, 47 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 71% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 mind / 7 darkness Changes damage: +9% mind / +6% darkness Life regen: +1.50 Maximum life: +33.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +5% Curse of Corpses 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 | Adevena the Pitchstar (Madness) Adevena the Pitchstar (Madness)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +2 (+2 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Wil Mental save: +18 (+6 eff.) Disease immunity: +10% Cut immunity: +10% Disarm immunity: +20% Teleport immunity: +10% Maximum life: +240.00 Maximum mana: +71.00 Maximum stamina: +48.00 Maximum hate: +20.00 Maximum psi: +36.00 Maximum vim: +38.00 Maximum pos.energy: +37.00 Maximum neg.energy: +39.00 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Madness It can be used to create a temporary shield that absorbs 356 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | horrifying living mindstar of life (Misfortune) (16-17.6 power, 47 apr, mind damage) horrifying living mindstar of life (Misfortune) (16-17.6 power, 47 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 71% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +47 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 9 mind / 5 darkness Changes damage: +8% mind / +5% darkness Life regen: +1.50 Maximum life: +29.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune 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 | marshal& marshal&Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Str / +3 Con Physical save: +8 (+3 eff.) Maximum life: +52.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | multi-hued drakeskin leather armour of Eyal (Nightmares) (5 def, 8 armour) multi-hued drakeskin leather armour of Eyal (Nightmares) (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 9 acid / 11 fire / 12 lightning / 13 cold Changes resistances: +10% acid / +13% fire / +10% cold / +8% lightning Life regen: +2.40 Maximum life: +73.00 Healing mod.: +25% Curse of Nightmares A suit of armour made of leather. |
Inventory
shielding rune of the titan (absorb 647 for 8 turns) shielding rune of the titan (absorb 647 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 647 damage for 8 turns. Its effects scale with your Constitution 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. |
grounding copper amulet of strength (+3) ==a== grounding copper amulet of strength (+3) ==a==Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
voratun amulet of perfection (0.37 Cursed / Punishments,0.37 Cursed / Gestures) ==a== voratun amulet of perfection (0.37 Cursed / Punishments,0.37 Cursed / Gestures) ==a==Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.37 Cursed / Punishments +0.37 Cursed / Gestures Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller ==a== Bloodcaller ==a==Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
warrior&ORANGE warrior&ORANGECrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Thermal Focus (Shrouds) (14-15.4 power, 32 apr, fire damage) Thermal Focus (Shrouds) (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+6 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Curse of Shrouds Thermal energies are focussed in the core of this mindstar. |
Spider-Silk Robe of Spydrรซ (Nightmares) (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+6 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Ruthless Grip (Corpses) (0 def, 5 armour) ==a== Ruthless Grip (Corpses) (0 def, 5 armour) ==a==Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% Curse of Corpses It can be used to activate talent Frost Grab (costing 20 power out of 30/30) : Effective talent level: 4.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 51.74 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Yaldan Baoth (Shrouds) (0 def, 6 armour) Yaldan Baoth (Shrouds) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
dwarven-steel helm &039; (Madness) (0 def, 4 armour) ==a== dwarven-steel helm &039; (Madness) (0 def, 4 armour) ==a==Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Str / +8 Dex / +1 Cun Changes resistances: +3% darkness Grants telepathy: Humanoid/Orc Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker& leafwalker&Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% nature Spell save: +7 (+4 eff.) Stamina when hit: +1.90 Equilibrium when hit: +3.00 Maximum life: +99.00 Healing mod.: +26% Curse of Madness A cap made of leather. |
rough leather cap of the depths (Madness) (0 def, 1 armour) ==a== rough leather cap of the depths (Madness) (0 def, 1 armour) ==a==Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water Curse of Madness A cap made of leather. |
39 alchemist agate 39 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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Aryrawen the voratun pickaxe (dig speed 17 turns) ==a== Aryrawen the voratun pickaxe (dig speed 17 turns) ==a==Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+9 eff.) Armour: +4 Changes stats: +4 Cun / +3 Str Changes resistances: +3% acid / +6% light Stun/Freeze immunity: +10% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof&ORANGE Rungof&ORANGEInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald ==a== Lifebinding Emerald ==a==Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature 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. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns, 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. |
Rod of Spydric Poison (3/3) ==a== Rod of Spydric Poison (3/3) ==a==Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 458.10 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
stralite torque of psychoportation [power 45] (30 cooldown) ==a== stralite torque of psychoportation [power 45] (30 cooldown) ==a==Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 45), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+4 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+6 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+6 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ndidiari the Shalore Doomed level 34
64th Dusk 124th year of Ascendancy at 07:34 see stats
A different point of view (Nightmare (Roguelike) difficulty)
32nd Dusk 124th year of Ascendancy at 04:01 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ndidiari the Shalore Doomed level 33
25th Dusk 124th year of Ascendancy at 01:55 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Ndidiari the Shalore Doomed level 37
7th Haze 124th year of Ascendancy at 16:45 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ndidiari the Shalore Doomed level 36
1st Haze 124th year of Ascendancy at 17:10 see stats
Back and there again (Nightmare (Roguelike) difficulty)
35th Dusk 125th year of Ascendancy at 00:03 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Ndidiari the Shalore Doomed level 36
75th Dusk 124th year of Ascendancy at 23:05 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Ndidiari the Shalore Doomed level 23
6th Allure 123rd year of Ascendancy at 19:11 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ndidiari the Shalore Doomed level 13
61st Dusk 122nd year of Ascendancy at 13:34 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ndidiari the Shalore Doomed level 35
72nd Dusk 124th year of Ascendancy at 12:51 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ndidiari the Shalore Doomed level 16
5th Haze 122nd year of Ascendancy at 03:50 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ndidiari the Shalore Doomed level 29
36th Pyre 123rd year of Ascendancy at 14:17 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Ndidiari the Shalore Doomed level 40
15th Pyre 125th year of Ascendancy at 18:20 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
27th Regrowth 123rd year of Ascendancy at 01:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ndidiari the Shalore Doomed level 10
28th Dusk 122nd year of Ascendancy at 12:42 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ndidiari the Shalore Doomed level 20
2nd Decay 122nd year of Ascendancy at 19:37 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Ndidiari the Shalore Doomed level 30
71st Pyre 123rd year of Ascendancy at 07:17 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Ndidiari the Shalore Doomed level 40
14th Pyre 125th year of Ascendancy at 10:50 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Ndidiari the Shalore Doomed level 17
10th Haze 122nd year of Ascendancy at 18:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ndidiari the Shalore Doomed level 18
48th Haze 122nd year of Ascendancy at 05:33 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ndidiari the Shalore Doomed level 35
72nd Dusk 124th year of Ascendancy at 03:35 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ndidiari the Shalore Doomed level 35
72nd Dusk 124th year of Ascendancy at 20:03 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ndidiari the Shalore Doomed level 34
32nd Dusk 124th year of Ascendancy at 04:01 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ndidiari the Shalore Doomed level 39
66th Regrowth 125th year of Ascendancy at 09:28 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ndidiari the Shalore Doomed level 11
38th Dusk 122nd year of Ascendancy at 11:25 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ndidiari the Shalore Doomed level 34
32nd Dusk 124th year of Ascendancy at 04:01 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ndidiari the Shalore Doomed level 9
10th Dusk 122nd year of Ascendancy at 01:47 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ndidiari the Shalore Doomed level 14
74th Dusk 122nd year of Ascendancy at 19:02 see stats
There and back again (Nightmare (Roguelike) difficulty)
30th Haze 124th year of Ascendancy at 05:20 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ndidiari the Shalore Doomed level 34
32nd Dusk 124th year of Ascendancy at 02:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ndidiari the Shalore Doomed level 21
5th Decay 122nd year of Ascendancy at 03:08 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Ndidiari the Shalore Doomed level 36
1st Haze 124th year of Ascendancy at 18:49 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ndidiari the Shalore Doomed level 33
24th Dusk 124th year of Ascendancy at 07:20 see stats
Log
Shadow casts Shadow Flames.
Shadow hits Vor, Grand Geomancer of the Pride for 141 fire damage.
Shadow hits Vor, Grand Geomancer of the Pride for 95 physical damage.
Shadow hits Vor, Grand Geomancer of the Pride for 141 fire damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Ndidiari uses Infusion: Movement.
Ndidiari is moving freely.
Ndidiari prepares for the next kill!.
Vor, Grand Geomancer of the Pride casts Chain Lightning.
Your hatred grows even as your life fades! (+4 hate)
Ndidiari is wreathed in flames on the brink of death!
Shadow fades for a moment and then reforms whole again!
Shadow fades for a moment and then reforms whole again!
Vor, Grand Geomancer of the Pride hits Shadow for 0 lightning damage.
Vor, Grand Geomancer of the Pride hits Shadow for 0 lightning damage.
Vor, Grand Geomancer of the Pride hits Shadow for 272 lightning damage.
Vor, Grand Geomancer of the Pride hits Ndidiari for 0 lightning damage.
Vor, Grand Geomancer of the Pride hits Shadow for 311 lightning damage.
Interface unlocked, mouse disabled on the map
Interface locked, mouse enabled on the map
Ndidiari uses Relentless Pursuit.
Ndidiari stops burning.
Ndidiari slows down.
Cauterize hits Ndidiari for 19 fire damage.
Shadow fades for a moment and then reforms whole again!
You have deflected 35 incoming damage!
Vor, Grand Geomancer of the Pride roars triumphantly.
Saving game...
