Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 32 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by Ustimndo the halfling at level 11 on the 5th Dusk 122nd year of Ascendancy at 06:16 0 / 7Killed by luminous horror at level 14 on the 8th Dusk 122nd year of Ascendancy at 20:03 Killed by Xanobrebeth the rogue at level 19 on the 46th Haze 122nd year of Ascendancy at 00:36 Killed by Ce'Niyariavena the Guardian at level 21 on the 73rd Haze 122nd year of Ascendancy at 16:30 Killed by Lisegatha the bone giant at level 28 on the 53rd Regrowth 123rd year of Ascendancy at 15:10 Killed by Nerata the elven tempest at level 30 on the 64th Regrowth 123rd year of Ascendancy at 13:13 Killed by Xanitira the elven warrior at level 32 on the 75th Regrowth 123rd year of Ascendancy at 01:02 |
| Antimagic | Follower |
Primary Stats
| Strength | 67 (base 60) |
| Dexterity | 18 (base 12) |
| Constitution | 68 (base 53) |
| Magic | 10 (base 10) |
| Willpower | 32 (base 12) |
| Cunning | 33 (base 21) |
Resources
| Life | -27/919 |
| Equilibrium | 0 |
| Stamina | 242/248 |
| Psi | 122/122 |
| Healing Factor | 1.4650589510999 |
| Regeneration | 51.501256166639 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 11 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 41 |
| Crit Chance | 20% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.8 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Physical | +10% |
| Nature | +10% |
| Blight | +8% |
| Arcane | +8% |
| Fire | +24% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 69.2 (100%) |
| Defense | 36.4 |
| Ranged Defense | 42.266666666667 |
| Fatigue | 36 |
| Physical Save | 57.083333333333 |
| Spell Save | 45.266666666667 |
| Mental Save | 32.875 |
Defense: Resistances
| Acid | -1%( 70%) |
| Blight | + 42%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 16%( 70%) |
| All | -5%( 70%) |
| Lightning | -5%( 70%) |
| Light | -5%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 32%( 70%) |
| Arcane | -5%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 11% for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 368 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 300 life. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 11% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target is on fire, taking 43.50 fire damage per turn. Burning |
| beneficial effect | The target is recovering 12 life each turn and its healing modifier has been increased by 27%. Recovery |
| detrimental effect | The target is cursed, reducing all resistances by 24%. Curse of Vulnerability |
| beneficial effect | You gain 15% resistance against temporal. Resolve |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved mental save by +4. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Psionic / Dreaming (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by gigantic corrosive tunneler. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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's current energy level is: 173. | 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. You have been shown a secret entrance to his stronghold. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Nereba (0 def, 5 armour) Nereba (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +5 Armour: +5 Fatigue: +4% Changes damage: +6% blight Spell save: +12 Mana each turn: +0.08 Damage Shield penetration: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Nendil the alchemist's lamp Nendil the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +25% acid Changes damage: +6% arcane / +3% acid Mental save: +10 Light radius: +3 See stealth: +11 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Unrerach the dwarven-steel helm (7 def, 4 armour) Unrerach the dwarven-steel helm (7 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Armour: +4 Defense: +7 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +1 Wil / +6 Cun Damage when the wearer is hit: 5 physical Changes resistances: +3% temporal Critical mult.: +10.00% Psi when hit: +0.04 Life regen bonus (wilder-summons): +1.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 295.49 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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 207.31 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. |
| Tool | supercharged stralite torque of charged psionic shield [power 155] (25 cooldown) supercharged stralite torque of charged psionic shield [power 155] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning and blight damage by 155 for 6 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | solipsist's gold ring of fire (+24%) solipsist's gold ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +24% fire Changes damage: +12% fire Mindpower: +6 Rings can have magical properties. |
| Around neck | Glorille the Jetglory Glorille the JetgloryInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Con Changes resistances: +9% physical Changes resistances penetration: +10% darkness Life regen: +1.50 Stamina each turn: +0.30 Damage Shield penetration: +10% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
| In main hand | Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Damage when this weapon hits: +18 nature / +10 silence When wielded/worn: Accuracy: +6 Changes resistances: +4% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) Sanguine Shield (14 def, 4 armour, 40 dam, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +9.0% Block value: +220 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
| Cloak | cashmere cloak of the guardian (9 def, 5 armour) cashmere cloak of the guardian (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +9 Physical save: +12 Spell save: +12 Mental save: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Thronesmen (20 def, 29 armour) Cuirass of the Thronesmen (20 def, 29 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Armour Hardiness: +10% Defense: +20 Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
regeneration infusion (heal 330 over 5 turns) regeneration infusion (heal 330 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 7; power 22; turns 4; dispells darkness)sun infusion (rad 7; power 22; turns 4; dispells darkness) 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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+10 for 7 turns, die at -414) heroism infusion of the psychic (+10 for 7 turns, die at -414)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 7 turns. Also while Heroism is active, you will only die when reaching -414 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 Willpower 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. |
movement infusion (869% speed; 7 turns) movement infusion (869% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 increase movement speed by 869% 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. 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. |
movement infusion (789% speed; 5 turns) movement infusion (789% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 789% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (201 acid damage; power 22; dur 3)acid wave rune (201 acid damage; power 22; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a self-centered acid wave of radius 4, doing 200.55 acid damage. The corrosive acid will also reduce accuracy, defense and armour by 22 for 3 turns. 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. |
frozen spear rune (222 cold damage) frozen spear rune (222 cold damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 222.36 cold damage with a chance to freeze the target. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Flaretrail the copper amulet Flaretrail the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 Damage when the wearer hits(melee): 4 acid Changes resistances penetration: +15% fire Changes damage: +6% physical / +3% acid Combat speed: +10% Amulets can have magical properties. |
steel amulet 'Emelata' steel amulet 'Emelata'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Spell save: +6 Pinning immunity: +10% Stun/Freeze immunity: +20% Teleport immunity: +5% Resist all after a teleport: +2% Amulets can have magical properties. |
steel amulet 'Glenor' steel amulet 'Glenor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +27% Healing mod.: +10% Amulets can have magical properties. |
starlit gold amulet of murder starlit gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +3.0% Changes resistances: +17% darkness / +11% light Critical mult.: +10.00% Blindness immunity: +22% Amulets can have magical properties. |
clarifying stralite amulet of healing clarifying stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% mind Cut immunity: +40% Confusion immunity: +32% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 228 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding stralite amulet of vision grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +14% lightning Blindness immunity: +18% Stun/Freeze immunity: +20% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Bregoregoran BregoregoranInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Critical mult.: +5.00% Mental save: +4 Spellpower: +4 New effects duration reduction after a teleport: +20% Rings can have magical properties. |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +24% Life regen: +0.80 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial stralite greatmaul of banishment (53.5-80.25 power, 3 apr)glacial stralite greatmaul of banishment (53.5-80.25 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 38% ice Damage against: +10% Demon When wielded/worn: Armour: +11 Changes stats: +4 Wil Changes resistances penetration: +11% cold Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatmaul (56.5-84.75 power, 3 apr)warbringer's stralite greatmaul (56.5-84.75 power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +11 Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +31% Massive two-handed maul. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 20% Wil, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: torments the target with many mental effects Special effect when this weapon kills: reduces loss of mental save When wielded/worn: Changes damage: +8% mind Mental save: -30 Mindpower: +9 The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
This item will automatically be transmogrified when you leave the level. inquisitor's stralite longsword of crippling (31.5-44.1 power, 5 apr)inquisitor's stralite longsword of crippling (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +17 manaburn arcane When wielded/worn: Physical crit. chance: +10.0% Sharp, long, and deadly. |
inquisitor's dwarven-steel mace of massacre (33.5-46.9 power, 4 apr) inquisitor's dwarven-steel mace of massacre (33.5-46.9 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: burns latent spell energy Damage when this weapon hits: +19 manaburn arcane Blunt and deadly. |
Chalagas the Boltreeve (36-50.4 power, 5 apr) Chalagas the Boltreeve (36-50.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +9.0% Damage when the wearer is hit: 8 lightning Changes resistances: +12% lightning / +3% blight Changes damage: +15% lightning Blunt and deadly. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 Spellpower: +20 Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
stralite waraxe of ruin (34.5-48.3 power, 5 apr) stralite waraxe of ruin (34.5-48.3 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +13.0% Critical mult.: +14.00% One-handed war axes. |
Delikan the voratun waraxe (39.5-55.3 power, 6 apr) Delikan the voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +5 Defense: +9 Changes resistances: +5% arcane / +9% blight One-handed war axes. |
quiver of elven-wood arrows of annihilation (13/13, 52.5-73.5 power, 20 apr) quiver of elven-wood arrows of annihilation (13/13, 52.5-73.5 power, 20 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +9.5% Capacity: 13 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
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. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
heroic hardened leather gloves of strength (+3) (0 def, 5 armour) heroic hardened leather gloves of strength (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 Armour: +5 Changes stats: +3 Str Mental save: +8 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm of knowledge (0 def, 4 armour)insulating dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +8% cold / +7% fire Mindpower: +3 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. impenetrable stralite mail armour of the deep (4 def, 16 armour)impenetrable stralite mail armour of the deep (4 def, 16 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +16% Changes resistances: +9% cold / +7% acid Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. icy steel shield of harmony (6 def, 2 armour, 11 dam, 39 block)icy steel shield of harmony (6 def, 2 armour, 11 dam, 39 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +39 Damage when this weapon hits: +12 ice When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 5 cold Damage when the wearer is hit: 12 cold Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +2 Block Healing mod.: +12% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 18 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
Black Mesh (8 def, 2 armour, 34.5 dam, 106.5 block) Black Mesh (8 def, 2 armour, 34.5 dam, 106.5 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +106 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 When you block an attack, there is a 30% of pulling in the attacker. Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Velarira (12 def, 3 armour, 65.5 dam, 185 block) Velarira (12 def, 3 armour, 65.5 dam, 185 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +185 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +3 Wil Changes resistances: +18% fire Changes resistances penetration: +5% mind Talent granted: +5 Block Psi each turn: +0.10 Maximum hate: +8.00 Maximum psi: +10.00 Handheld deflection devices |
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. |
198 alchemist agate 198 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. |
survivor's alchemist's lamp of the zealot survivor's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Physical save: +5 Spell save: +7 Light radius: +3 Healing mod.: +14% A normal brass lantern, enhanced by alchemy to make it brighter. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
steel torque of clear mind 'Chamarerain' [power 2] (30 cooldown) steel torque of clear mind 'Chamarerain' [power 2] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes resistances penetration: +5% mind It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing [power 145] (35 cooldown) yew totem of healing [power 145] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal the target for 145, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Against all odds
Killed Ukruk in the ambush.By Zomgar XVI the Cornac Bulwark level 31
69th Regrowth 123rd year of Ascendancy at 16:07 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Zomgar XVI the Cornac Bulwark level 17
62nd Dusk 122nd year of Ascendancy at 13:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zomgar XVI the Cornac Bulwark level 23
9th Regrowth 123rd year of Ascendancy at 19:10 see stats
DarkGod's little helper! - 2013 Edition
Clicked on the vote link for the Roguelike of the Year 2013 poll.By Zomgar XVI the Cornac Bulwark level 20
53rd Haze 122nd year of Ascendancy at 03:39 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Zomgar XVI the Cornac Bulwark level 27
33rd Regrowth 123rd year of Ascendancy at 23:48 see stats
Exterminator
Killed 1000 creatures.By Zomgar XVI the Cornac Bulwark level 17
71st Dusk 122nd year of Ascendancy at 04:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zomgar XVI the Cornac Bulwark level 25
27th Regrowth 123rd year of Ascendancy at 02:40 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zomgar XVI the Cornac Bulwark level 14
9th Dusk 122nd year of Ascendancy at 09:10 see stats
Level 10
Got a character to level 10.By Zomgar XVI the Cornac Bulwark level 10
2nd Mirth 122nd year of Ascendancy at 19:55 see stats
Level 20
Got a character to level 20.By Zomgar XVI the Cornac Bulwark level 20
49th Haze 122nd year of Ascendancy at 16:19 see stats
Level 30
Got a character to level 30.By Zomgar XVI the Cornac Bulwark level 30
62nd Regrowth 123rd year of Ascendancy at 06:43 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Zomgar XVI the Cornac Bulwark level 21
1st Wintertide 123rd year of Ascendancy at 13:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Zomgar XVI the Cornac Bulwark level 19
75th Dusk 122nd year of Ascendancy at 15:32 see stats
Santassacre!
Killed the little helper elves after saving them!By Zomgar XVI the Cornac Bulwark level 22
1st Wintertide 123rd year of Ascendancy at 15:03 see stats
Size matters
Did over 600 damage in one attack.By Zomgar XVI the Cornac Bulwark level 29
59th Regrowth 123rd year of Ascendancy at 06:10 see stats
The Arena
Unlocked Arena mode.By Zomgar XVI the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 21:57 see stats
The secret city
Discovered the truth about mages.By Zomgar XVI the Cornac Bulwark level 17
55th Dusk 122nd year of Ascendancy at 06:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Zomgar XVI the Cornac Bulwark level 29
60th Regrowth 123rd year of Ascendancy at 08:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zomgar XVI the Cornac Bulwark level 19
45th Haze 122nd year of Ascendancy at 23:01 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Zomgar XVI the Cornac Bulwark level 30
69th Regrowth 123rd year of Ascendancy at 06:14 see stats
Log
Zomgar XVI hits Something for 6 physical, 6 physical (11 total damage).
Zomgar XVI deactivates Daunting Presence.
Zubissra the elven warrior casts Bone Grab.
Zomgar XVI picks up (p.): glacial stralite greatmaul of banishment (53.5-80.25 power, 3 apr).
Zomgar XVI shrugs off the effect 'Pinned to the ground'!
Zomgar XVI is invigorated by the attack!
Zomgar XVI is invigorated by the attack!
Zomgar XVI is invigorated by the attack!
Zomgar XVI is invigorated by the attack!
Zomgar XVI is invigorated by the attack!
Xanitira the elven warrior casts Timeless.
Xanitira the elven warrior has regained its confidence.
Zomgar XVI damages himself through Martyrdom!
Zomgar XVI hits Zubissra the elven warrior for 6 physical, 6 physical (11 total damage).
Zubissra the elven warrior hits Zomgar XVI for 78 physical, 11 cold, 21 blight, 6 nature, 13 temporal, 1 physical, 9 blight, 1 physical (139 total damage).
Zomgar XVI is confused and fails to use Last Stand.
Talent Repulsion is ready to use.
Talent Dig is ready to use.
Zomgar XVI seems more focused.
A part of Zubissra the elven warrior's bone shield regenerates.
Zubissra the elven warrior casts Rune: Heat Beam.
Zomgar XVI is on fire!
Zomgar XVI is invigorated by the attack!
Zomgar XVI resists!
Zomgar XVI is invigorated by the attack!
Zomgar XVI is invigorated by the attack!
Xanitira the elven warrior breathes venom!
Saving game...
