










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
 Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.5.5This 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 Embers of Rage 1.6.7Official 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:
 Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Alchemist | 
| Level / Exp | 24 / 53% | 
| Size | big | 
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 22nd Regrowth 123rd year of Ascendancy at 13:21/ 1 | 
Primary Stats
| Strength | 15 (base 10) | 
| Dexterity | 19 (base 10) | 
| Constitution | 38 (base 34) | 
| Magic | 54 (base 45) | 
| Willpower | 12 (base 11) | 
| Cunning | 46 (base 34) | 
Resources
| Life | -23/597 | 
| Mana | 156/221 | 
| Positive | 99/99 | 
| Vim | 172/192 | 
| Healing Factor | 1.3219230769232 | 
| Regeneration | 92.12481923078 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 4 | 
| See Stealth | 9 | 
| See Invisible | 7 | 
Offense: Mainhand
| Damage | 52 | 
| Accuracy | 23 | 
| Crit Chance | 11% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 23 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +15% | 
| Light | +3% | 
| Cold | +19% | 
| Fire | +38% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Acid | +15% | 
| Fire | +25% | 
| Cold | +13% | 
Defense: Base
| Armour (hardiness) | 22.990442056323 (45%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 0 | 
| Physical Save | 33 | 
| Spell Save | 32 | 
| Mental Save | 20 | 
Defense: Resistances
| Acid | + 33%( 70%) | 
| Blight | + 41%( 70%) | 
| Physical | + 21%( 70%) | 
| Cold | + 46%( 70%) | 
| All | + 16%( 70%) | 
| Lightning | + 68%( 70%) | 
| Darkness | + 18%( 70%) | 
| Fire | + 64%( 70%) | 
| Nature | + 21%( 70%) | 
Defense: Immunities
| Stun Resistance | 19% | 
| Pinning Resistance | 14% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 28% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 332 life over 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 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. | 
| Runes | Effective talent level: 1.0Rune: Teleportation Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. Its effects scale with your Cunning stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 567% 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 Magic stat. | 
Class Talents
| Spell / Advanced-golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| Spell / Acid alchemy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Explosive admixtures | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Spell / Golemancy | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Spell / Frost alchemy | 1.60 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Fire alchemy | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Generic Talents
| Spell / Stone alchemy | 1.30 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Spell / Staff combat | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Defensive Posture | 
| talent | Chant of Fortress | 
| talent | Flame Infusion | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| beneficial effect | A flow of life spins around the target, regenerating 66.44 life per turn.Regeneration | 
| detrimental effect | The target is in the center of a lightning hurricane, doing 42.33 to 126.99 lightning damage to itself and others around every turn.Hurricane | 
| detrimental effect | The target is maimed, unable to correctly wield a weapon.Disarmed | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You failed to protect the lost defiler from death by snow giant boulder thrower.Escort: lost defiler (level 1 of Daikara) | failed | 
| You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost defiler (level 1 of Ruins of Kor'Pul) As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done | 
| You successfully escorted the lost tinker to the recall portal on level 2 of Daikara.Escort: lost tinker (level 2 of Daikara) As a reward you improved talent Endless Endurance (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.Escort: lost warrior (level 3 of Old Forest) As a reward you learnt talent Vitality (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The 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 | 
| 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 | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 Alchemists Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed minotaur nose. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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 arenaThe 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 within 5 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You 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 |  Kilnbiter the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue -3% Resists +6% cold Crit.dmg- 5.00% Phys.save +5 (+2 eff.) Stun/Frz- +20% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Quiver |  98 alchemist opal 0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. | 
| Light source |  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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 |  Ivuda the Sootlore (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +1 Wil dps ---------- Dmg.mod +10% fire Res.pen +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +6% acid +15% fire Crit.dmg- 5.00% A pointy cloth hat, very wizardly... | 
| Tool |  powerful elm totem of healing [power 116]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Alugarim the Kindlewend 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Cun +6 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +3% light Res.pen +20% fire ----- def ----- Resists +6% fire Blind- +28% ---------- misc Infravis +4 See.Stealth +9 See.Invis +7 Rings can have magical properties. | 
| On fingers |  warrior's steel ring of fire (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% fire ----- def ----- Armour +4 Resists +22% fire Rings can have magical properties. | 
| Around waist |  rough leather belt 'Falozor' 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +3% darkness Spell.save +6 (+3 eff.) Max.HP +60.00 Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 A belt that goes around your waist. | 
| In main hand |  Penitence (15-18 power, 4 apr, lightning element) 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +30% blight +30% lightning Affinity +20% lightning Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. | 
| On hands |  Sparknigh (0 def, 2 armour) 1.5 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% acid Acc +13 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +18% lightning Metal gloves protecting the hands up to the middle of the lower arm. | 
| Main armor |  Silk Current  (12 def, 2 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +2 Defense +12 (+6 eff.) Resists +9% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. | 
| Cloak |  Lisildawen the Glacierwind (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +3% fire Res.pen +15% acid +5% cold Melee Ret 4 acid ----- def ----- Defense +7 (+4 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  wanderer's steel amulet of magic (+3) 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets can have magical properties. | 
Inventory
|  heroism infusion of the wizard (die at -461; dur 8; cd 31) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd 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 8 turns. While Heroism is active, you will only die when reaching -461 life. The duration and life will increase by 1% for every 1% life you have lost (currently 941 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the wizard (heal 341; 15 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion of the psychic (res 20%; mental; dur 4; cd 16) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  wild infusion of the warrior (res 19%; magical; dur 2; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  copper amulet 'Urunarivor' 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Phys.pwr +5 (+3 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. | 
|  mindweaver's gold amulet of willpower (+4) 0.1 T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +15% Amulets can have magical properties. | 
|  steel amulet 'Flashrace' 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +7% blight +8% fire Res.pen +10% lightning Melee Ret 10 arcane ----- def ----- Resists +5% arcane Spell.save +15 (+7 eff.) Confus- +20% Amulets can have magical properties. | 
|  steel amulet of healing 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 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 165 life. The life healed will increase with your Mindpower. Amulets can have magical properties. | 
|  warrior's steel amulet of mastery (0.13 Technique / Combat training) 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Masteries +0.13 Technique/Combat training Amulets can have magical properties. | 
|  Nightsong 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. | 
|  Xuriawyn 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Wil +4 Con dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +11% nature +6% mind ----- def ----- Resists +22% nature ---------- misc Hate/m.crit +3.00 Rings can have magical properties. | 
|  conjurer's steel ring 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Rings can have magical properties. | 
|  copper ring of clarity 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. | 
|  copper ring of light (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. | 
|  copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. | 
|  marksman's copper ring of corrosion (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% acid Acc +6 (+3 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. | 
|  mule's steel ring of fire (+24%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -5% Resists +24% fire ---------- misc Max.enc +20 Rings can have magical properties. | 
|  psionicist's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +23.00 Disarm- +24% Pinning- +30% Knockbk- +24% Rings can have magical properties. | 
|  savage's steel ring of pilfering 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+4 eff.) Apr +10 ----- def ----- Defense +8 (+4 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 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 143% 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 can have magical properties. | 
|  savior's steel ring of fire (+20%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +7 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Rings can have magical properties. | 
|  sneakthief's copper ring of pilfering 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +13 (+7 eff.) Apr +7 ----- def ----- Defense +8 (+4 eff.) 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 143% 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 can have magical properties. | 
|  sneakthief's gold ring of the mind (+13%) 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +13% mind Acc +8 (+4 eff.) ----- def ----- Resists +13% mind Rings can have magical properties. | 
|  steel ring 'Amagahad' 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +5 Mag dps ---------- Acc +6 (+3 eff.) ----- def ----- Resists +9% acid Phys.save +6 (+3 eff.) Max.HP +40.00 Cut- +20% Rings can have magical properties. | 
|  steel ring 'Nerugaletta' 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con dps ---------- Crit.mult +15.00% Phys.pwr +10 (+5 eff.) Dmg.mod +12% light Melee Ret 8 physical ----- def ----- Armour +8 Resists +24% light Phys.save +15 (+7 eff.) Rings can have magical properties. | 
|  Spelldrinker (27-35.1 power, 8 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 45% Str, 5% Mag, 55% Dex Acc+ +0.2% crit / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. | 
|  truestriking steel greatsword (26-41.6 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Power 26.0 - 41.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +7 (+4 eff.) Apr +9 Massive two-handed swords. | 
|  Crystal Shard (16-19.2 power, 4 apr, physical element) 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. | 
|  Kor's Fall (10-12 power, 0 apr, acid element) 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 108.90 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (217). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. | 
|  greater yew magestaff of wizardry (20-24 power, 4 apr, fire element) 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +18 (+6 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  acidic steel waraxe of evisceration (13-18.2 power, 3 apr) 3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+4 eff.) One-handed war axes. | 
|  Rope Belt of the Thaloren 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  insulating hardened leather belt of unlife 1.0 T3 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +7% blight +7% cold +7% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Woebringer  (0 def, 2 armour) 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +14% acid +3% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 0% ----- def ----- Armour +2 Resists +21% acid +9% darkness +13% all Crit.dmg- 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven woollen robe of lightning (+18%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Morodas (0 def, 3 armour) =str= 3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Cun +3 Con dps ---------- Res.pen +5% mind Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +2% ---------- misc See.Invis +3 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  corrosive dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) =str= 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Steel Helm of Garkul (0 def, 6 armour) =str= 3.0 T2 head armor Reqs Str 16 [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 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  shielding linen wizard hat of the mind (+11%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  Skin of Many (12 def, 6 armour) 9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. | 
|  15 agate 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  51 alchemist agate 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. | 
|  10 onyx 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  31 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  15 opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  33 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe of endurance (dig speed 37 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  9 emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  38 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 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.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 152.54 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  4 garnet 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Annulment (1/1) 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. | 
|  Rod of Recall (1/1) 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. | 
|  Transmogrification Chest 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. | 
|  iron torque of psionic shield [power 25]  (25 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  steel torque of mindblast [power 165]  (15 cooldown) 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  Neruth the Sparkborn [power 245]  (25 cooldown) 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +6% blight Res.pen +25% lightning Melee Ret 4 blight ----- def ----- Resists +12% lightning +6% darkness Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 636 Base Damage: 274 Armor: 21 All Resist: 18 Puts all charms on 25 cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  powerful yew totem of thorny skin [power 40]  (20 cooldown) 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  29 amethyst 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  6 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  9 alchemist zircon 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. | 
|  27 ametrine 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  21 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  19 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By OldSport the Cornac Alchemist level 8
7th Mirth 122nd year of Ascendancy at 12:48 see stats
 Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.
			Earth Master (Roguelike)
			Killed Harkor'Zun and unlocked Stone magic.By OldSport the Cornac Alchemist level 19
18th Haze 122nd year of Ascendancy at 15:34 see stats
 Exterminator (Roguelike)
			Killed 1000 creatures.
			Exterminator (Roguelike)
			Killed 1000 creatures.By OldSport the Cornac Alchemist level 19
19th Haze 122nd year of Ascendancy at 00:31 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By OldSport the Cornac Alchemist level 10
5th Flare 122nd year of Ascendancy at 03:06 see stats
 Level 20 (Roguelike)
			Got a character to level 20.
			Level 20 (Roguelike)
			Got a character to level 20.By OldSport the Cornac Alchemist level 20
19th Haze 122nd year of Ascendancy at 06:57 see stats
 Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By OldSport the Cornac Alchemist level 16
64th Dusk 122nd year of Ascendancy at 22:40 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By OldSport the Cornac Alchemist level 7
78th Pyre 122nd year of Ascendancy at 20:45 see stats
 The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By OldSport the Cornac Alchemist level 23
2nd Allure 123rd year of Ascendancy at 10:33 see stats
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By OldSport the Cornac Alchemist level 14
34th Dusk 122nd year of Ascendancy at 11:04 see stats
 Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Roguelike)
			Freed at least 30 enthralled slaves in the slavers' compound.By OldSport the Cornac Alchemist level 23
1st Allure 123rd year of Ascendancy at 14:06 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By OldSport the Cornac Alchemist level 24
16th Regrowth 123rd year of Ascendancy at 15:35 see stats
Log
OldSport uses Infusion: Regeneration.
OldSport starts regenerating health quickly.
Golem (servant of OldSport) hits Iceblock for 38 nature damage.
OldSport is not dazed anymore.
OldSport HEALS from lightning damage!
Golem (servant of OldSport) reflects damage back to Urkis, the High Tempest!
Golem (servant of OldSport) hits Iceblock for 24 lightning damage.
Hurricane from Urkis, the High Tempest hits OldSport for 83 lightning, 32 healing (84 total damage) [33 healing].
Hurricane from Urkis, the High Tempest hits Golem (servant of OldSport) for (43 to ice), 64 lightning (65 total damage).
Golem (servant of OldSport) resists!
Urkis, the High Tempest's spell attains critical power!
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest's spell attains critical power!
Character control switched to golem (servant of OldSport).
Character control switched to OldSport.
OldSport HEALS from lightning damage!
Golem (servant of OldSport) reflects damage back to Urkis, the High Tempest!
Thunderstorm hits OldSport for 34 lightning, 13 healing, 50 lightning, 19 healing (84 total damage) [33 healing].
Thunderstorm hits Golem (servant of OldSport) for (17 to ice), 26 lightning, (26 to ice), 40 lightning (67 total damage).
Urkis, the High Tempest hits OldSport for 278 lightning damage.
Urkis, the High Tempest hits Golem (servant of OldSport) for (150 to ice), 225 lightning (225 total damage).
Burning from OldSport hits Urkis, the High Tempest for 19 fire damage.
Golem (servant of OldSport) hits Iceblock for 10 lightning, 15 lightning, 81 lightning (104 total damage).
OldSport the level 24 cornac alchemist was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
OldSport deactivates Flame Infusion.
OldSport deactivates Defensive Posture.
OldSport stops regenerating health quickly.
OldSport deactivates Chant of Fortress.
OldSport rearms.
The Hurricane around OldSport dissipates.










































