









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Dwarf |
Class | Cursed |
Level / Exp | 38 / 79% |
Size | medium |
Lifes / Deaths | Killed by Layidhebeth the corrupted war dog at level 27 on the 23rd Dearth 122nd year of Ascendancy at 02:47 0 / 8Killed by Layiyawen the brown bear at level 33 on the 13rd Shortage 122nd year of Ascendancy at 08:39 Killed by Celia at level 34 on the 22nd Shortage 122nd year of Ascendancy at 17:15 Killed by Celia at level 34 on the 22nd Shortage 122nd year of Ascendancy at 18:53 Killed by Celia at level 34 on the 22nd Shortage 122nd year of Ascendancy at 20:22 Killed by Emelavea the ghoul at level 38 on the 9th Iron 123rd year of Ascendancy at 13:57 Killed by Arenor the ghoul at level 38 on the 9th Iron 123rd year of Ascendancy at 15:42 Killed by The Master at level 38 on the 9th Iron 123rd year of Ascendancy at 18:00 |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 19 (base 10) |
Constitution | 30 (base 10) |
Magic | 8 (base 10) |
Willpower | 82 (base 60) |
Cunning | 44 (base 36) |
Resources
Life | -419/1413 |
Hate | 112/112 |
Healing Factor | 1.4792147729955 |
Regeneration | 26.995669607167 |
Speed
Mental | +9.7699626167014E-13% |
Attack | +9.7699626167014E-13% |
Movement | +9.9999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 183 |
Accuracy | 52 |
Crit Chance | 25% |
APR | 19 |
Speed | 0.80 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 78 |
Crit Chance | 18% |
Speed | 0.99999999999999 |
Offense: Damage Bonus
Physical | +18% |
Lightning | +32% |
Mind | +33% |
Temporal | +6% |
Darkness | +35% |
Arcane | +15% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Blight | +15% |
Physical | +45% |
All | 0% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 45.317011280365 (72.903125182002%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 7 |
Physical Save | 43 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 26%( 75%) |
Blight | + 26%( 75%) |
Arcane | + 12%( 75%) |
Cold | + 24%( 75%) |
All | + 7%( 75%) |
Physical | + 30%( 75%) |
Lightning | + 55%( 75%) |
Light | + 29%( 75%) |
Temporal | + 13%( 75%) |
Mind | + 46%( 75%) |
Darkness | + 20%( 75%) |
Fire | + 37%( 75%) |
Nature | + 29%( 75%) |
Defense: Immunities
Stun Resistance | 67% |
Silence Resistance | 29% |
Bleed Resistance | 80% |
Confusion Resistance | 73% |
Fear Resistance | 45% |
Knockback Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 823% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 607 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: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -444 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 889 life, 12 duration) 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: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Aletta Soultorn. Escort: injured seer (level 3 of Dreadfell) | failed |
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 Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Aeryrevea the red crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by skeleton master archer. Escort: lost tinker (level 5 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' 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 snow giant kidney. * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% mind +12% cold ----- def ----- Armour +3 Resists +6% mind +6% fire Silence- +29% Confus- +28% Stun/Frz- +22% Curse of Shrouds A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Acc +5 (+2 eff.) ----- def ----- Resists +6% cold Phys.save +3 (+1 eff.) Die.at -60.00 life Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Mind.crit +3% Crit.mult +5.00% Mind.pwr +8 (+2 eff.) Dmg.mod +16% lightning +18% physical +8% darkness +15% arcane Res.pen +15% blight Melee Ret 4 arcane ----- def ----- Defense +3 (+1 eff.) Resists +24% lightning +17% physical +14% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +110.00 Max.hate +12.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +18% darkness On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +6% temporal +6% cold +15% light +5% arcane Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Str +2 Wil +2 Con dps ---------- Crit.mult +30.00% Phys.pwr +30 (+7 eff.) Dmg.mod +15% mind +6% temporal ----- def ----- Max.HP +76.00 HP.reg +14.00 Heal.mod +16% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil +3 Cun +2 Con dps ---------- Res.pen +10% acid +25% physical Apr +5 ----- def ----- Mind.save +10 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +9 Str +7 Con dps ---------- Res.pen +20% physical Apr +2 ----- def ----- Defense +10 (+4 eff.) Resists +6% fire +6% cold Curse of Misfortune A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Madness This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +10 Defense +20 (+7 eff.) Fatigue +3% Resists +6% mind +9% light Phys.save +3 (+1 eff.) HP.reg +4.00 Blind- +20% Disease- +10% ---------- misc Stam/turn +1.30 Max.stam +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Misfortune Devouring Flame: Level 3.0 Pwr.cost 50 out of 45/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 44.78 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Crit.mult +20.00% Mind.pwr +25 (+6 eff.) Dmg.mod +6% darkness ----- def ----- Defense +1 (+1 eff.) ---------- misc Hate/m.crit +3.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +14 Lck dps ---------- Res.pen +25% nature Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +6 Defense +22 (+8 eff.) Resists +3% nature Res.Cap +5% all Phys.save +13 (+4 eff.) Unseen.red 14% Heal.mod +16% Cut- +80% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 299 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 4 physical, 4 cold, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 362 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +8 Str +13 Dex +3 Mag +6 Wil +13 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Crit.chn- 15.00% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% arcane +11% physical Res.pen +5% arcane Acc +9 (+3 eff.) Apr +8 On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Defense +7 (+3 eff.) Resists +6% nature +11% physical Max.HP +22.00 Disarm- +22% Pinning- +28% Knockbk- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Fatigue -6% Resists +30% darkness ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Nature/Master Power 187% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +24 lightning +17 cold While equipped: dps ---------- Mov.spd +45% Res.pen +26% lightning +17% cold Curse of Nightmares Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane A part of set. Power 168% Range: 1.5x Uses 40% Wil, 120% Str Dmg Arcane Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+12 eff.) Dmg.mod +10% arcane Curse of Misfortune Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Massive two-handed mauls. Transformed with the power of the Spellblaze. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 166% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +4 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +12 Con +12 Wil dps ---------- Phys.crit +12.0% Dmg.mod +3% arcane Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +6% temporal Max.HP +56.00 Curse of Madness Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 133% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Str +5 Dex +6 Mag +6 Wil +6 Cun +7 Con Curse of Shrouds Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Madness Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 40% Wil, 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 122% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +14 cold On Hit.r1 +20 darkness While equipped: Stats +6 Str +4 Dex dps ---------- Res.pen +15% lightning Acc +20 (+7 eff.) Curse of Nightmares One-handed war axes. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +12 Dex ----- def ----- Armour +12 Defense +5 (+2 eff.) Fatigue -4% Resists +14% acid +1% physical +18% cold +14% fire +11% lightning Phys.save +11 (+3 eff.) Spell.save +3 (+2 eff.) HP.reg +4.00 Disease- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +46 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +7 Con dps ---------- Acc +25 (+8 eff.) Apr +3 ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +4% Resists +12% darkness +4% physical ---------- misc Stam/turn +3.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% blight Melee Ret 4 arcane ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +5% Resists +1% physical +5% cold ---------- misc Breathe water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +6 Str +1 Wil dps ---------- Spell.crit +4% Spell.pwr +10 (+10 eff.) Melee+ 13 acid 14 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +20% acid +7% physical +13% darkness +6% blight +21% cold +3% temporal +18% fire ---------- misc Light +1 Curse of Nightmares Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% Curse of Shrouds A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% Curse of Shrouds A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +2 Mag +8 Wil dps ---------- S.pwr/crit +4 ----- def ----- Armour +24 Fatigue +22% Resists +20% blight +21% darkness +24% lightning ---------- misc Max.mana +80.00 Light +1 Curse of Nightmares A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +6 Con dps ---------- Dmg.mod +5% nature +9% cold ----- def ----- Resists +11% nature ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(136 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +6% darkness Res.pen +15% physical ----- def ----- Die.at -40.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Resists +30% mind +8% physical Max.HP +40.00 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% nature +6% fire On Hit (Melee): * 20% chance to slow global speed by 71% * 20% chance to reduce all saves and defense by 42 ----- def ----- Resists +9% nature +15% fire Fire a magical bolt dealing 460 acid damage Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cucu the Dwarf Cursed level 24
7th Dearth 122nd year of Ascendancy at 02:12 see stats
By Cucu the Dwarf Cursed level 33
14th Shortage 122nd year of Ascendancy at 09:30 see stats
By Cucu the Dwarf Cursed level 11
7th Profit 122nd year of Ascendancy at 02:26 see stats
By Cucu the Dwarf Cursed level 33
12nd Shortage 122nd year of Ascendancy at 02:53 see stats
By Cucu the Dwarf Cursed level 32
5th Loss 122nd year of Ascendancy at 09:00 see stats
By Cucu the Dwarf Cursed level 24
8th Dearth 122nd year of Ascendancy at 04:57 see stats
By Cucu the Dwarf Cursed level 30
1st Loss 122nd year of Ascendancy at 12:10 see stats
By Cucu the Dwarf Cursed level 10
2nd Acquisition 122nd year of Ascendancy at 10:33 see stats
By Cucu the Dwarf Cursed level 20
9th Wealth 122nd year of Ascendancy at 10:32 see stats
By Cucu the Dwarf Cursed level 30
30th Dearth 122nd year of Ascendancy at 00:26 see stats
By Cucu the Dwarf Cursed level 23
28th Wealth 122nd year of Ascendancy at 04:20 see stats
By Cucu the Dwarf Cursed level 32
4th Loss 122nd year of Ascendancy at 04:00 see stats
By Cucu the Dwarf Cursed level 27
19th Dearth 122nd year of Ascendancy at 23:31 see stats
By Cucu the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 02:35 see stats
By Cucu the Dwarf Cursed level 23
4th Dearth 122nd year of Ascendancy at 12:25 see stats
By Cucu the Dwarf Cursed level 10
3rd Acquisition 122nd year of Ascendancy at 04:06 see stats
By Cucu the Dwarf Cursed level 30
37th Dearth 122nd year of Ascendancy at 01:16 see stats
By Cucu the Dwarf Cursed level 12
29th Profit 122nd year of Ascendancy at 11:07 see stats
By Cucu the Dwarf Cursed level 30
36th Dearth 122nd year of Ascendancy at 07:55 see stats
By Cucu the Dwarf Cursed level 24
6th Dearth 122nd year of Ascendancy at 12:56 see stats
By Cucu the Dwarf Cursed level 17
44th Profit 122nd year of Ascendancy at 10:35 see stats
Log
Poleba the master vampire's Shoot hits Cucu for 144 cold damage.
Cucu receives 207 healing.
Skeleton master archer is weakened by the gloom.
Armoured skeleton warrior is weakened by the gloom.
Mindrot hits Armoured skeleton warrior for 7 mind, 7 darkness (14 total damage).
Mindrot hits Lesser vampire for 14 mind, 14 darkness (28 total damage).
Mindrot hits Armoured skeleton warrior for 5 mind, 2 darkness (7 total damage).
Mindrot hits Skeleton master archer for 4 mind, 7 darkness (11 total damage).
Mindrot hits The Master for 11 mind, 10 darkness (20 total damage).
Burning from Skeleton magus hits Cucu for 27 fire damage.
Cucu receives 24 healing from Unnatural Body.
Impending Doom from The Master hits Cucu for 12 cold, 12 cold (25 total damage).
The Master is not stunned anymore.
The Master speeds up.
Skeleton master archer uses Crippling Shot.
Spikes of Decrepitude hits Cucu for 29 cold, 29 cold (59 total damage).
Cucu slows down.
Skeleton master archer's Crippling Shot hits Cucu for 96 physical damage.
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Cucu!
Cucu instinctively hardens her skin and ignores the attack!
Cucu repels an attack from Armoured skeleton warrior.
Melee retaliation hits Armoured skeleton warrior for 4 arcane, 4 arcane (8 total damage).
Armoured skeleton warrior hits Cucu for 50 physical, 6 cold, 23 physical (79 total damage).
The Master casts Freeze.
The Master hits Cucu for 448 cold damage.
Cucu the level 38 dwarf cursed was iced to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
The Master is no longer being stalked by Cucu.