











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Forbidden Cults 1.6.0Official 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.
Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.6.0This 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 Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ghoul |
Class | Cursed |
Level / Exp | 50 / 2314% |
Size | huge |
Lifes / Deaths | Killed by Cyrima the gelatinous cube at level 39 on the 30th Loss 122nd year of Ascendancy at 19:07 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 194.70522678444 (base 100) |
Dexterity | 135.41045356889 (base 100) |
Constitution | 163 (base 100) |
Magic | 101.70522678444 (base 100) |
Willpower | 136 (base 100) |
Cunning | 162.41045356889 (base 100) |
Resources
Life | 9994/9994 |
Hate | 57/115 |
Stamina | 412/412 |
Equilibrium | 68 |
Healing Factor | 1.7725211332123 |
Regeneration | 62.496339459477 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +115.4% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
See Stealth | 130.43617225059 |
See Invisible | 130.43617225059 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 82 |
Accuracy | 238 |
Crit Chance | 76% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 115 |
Crit Chance | 87% |
Speed | 1 |
Offense: Damage Bonus
Physical | +23% |
Lightning | +23% |
Nature | +27% |
Mind | +33% |
Blight | +14% |
Arcane | +8% |
Fire | +33% |
All | +2% |
Offense: Damage Penetration
Acid | +53% |
Blight | +68% |
Arcane | +82% |
Mind | +68% |
All | +38% |
Lightning | +53% |
Light | +43% |
Temporal | +63% |
Fire | +88% |
Nature | +73% |
Defense: Base
Armour (hardiness) | 60.613558575365 (94.814814814815%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 96 |
Spell Save | 69 |
Mental Save | 100 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 52%( 70%) |
Physical | + 39%( 70%) |
Cold | + 53%( 70%) |
All | + 22%( 70%) |
Darkness | + 46%( 70%) |
Temporal | + 22%( 70%) |
Lightning | + 41%( 70%) |
Mind | + 38%( 70%) |
Fire | + 28%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 27% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Knockback Resistance | 55% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 1.3 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Ghoul | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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| 1/1 |
Effects
talent | Mental Tyranny |
talent | Range Amplification Device |
talent | Psiblades |
talent | Cleave |
talent | Stalk |
talent | Daunting Presence |
talent | Roll With It |
talent | Elemental Harmony |
talent | Gloom |
talent | Antimagic Shield |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.7)Penalty : Fractured Sanity: -15% Mind Resistance, -20% Confusion Immunity Power 1+: Unleashed: +20% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +12 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 87% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Predator21% Received damage reduction against SubType: Eldritch. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.7)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.7)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+44% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife'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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Xumima the lesser vampire. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved mental save by +4. | done |
You failed to protect the lost sun paladin from death by Gokira the shimmering crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Elyyara the forest troll. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by Yvuritira the dreadmaster. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Polasewen the ghoulking. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3586. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! 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 | ![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +6 Str +3 Wil +5 Cun +16 Con dps ---------- S.pwr/crit +6 Dmg.mod +9% blight +9% physical +6% arcane Res.pen +10% arcane Melee Ret 2 cold ----- def ----- Armour +5 Fatigue -5% Resists +9% cold Phys.save +39 (+7 eff.) Spell.save +3 (+1 eff.) Mind.save +21 (+3 eff.) ---------- misc Max.enc +48 Size +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +6% lightning +6% fire Res.pen +15% lightning +15% fire +15% acid +13% all Apr +15 On Hit (Melee): * 27% chance to reduce armor by 18% ----- def ----- Resists +21% acid Phys.save +14 (+3 eff.) Mind.save +15 (+2 eff.) Heal.mod +30% ---------- misc Light +7 See.Stealth +24 See.Invis +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Disrupt/Master While equipped: Stats +10 Dex +6 Wil +1 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +5 Defense +3 (+0 eff.) Fatigue +5% Resists +20% blight +15% nature +25% darkness Mind.save +18 (+3 eff.) Die.at -87.64 life ---------- misc Infravis +8 Telepathy Dragon Demon/Major Demon/Minor Curse of Corpses A cap made of leather. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+4 eff.) Mind.save +18 (+3 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +10 Con dps ---------- Melee+ 35 physical Ranged+ 35 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 54 On Hit (Ranged): * 20% chance to reduce all saves and defense by 54 ----- def ----- Phys.save +20 (+4 eff.) Mind.save +13 (+2 eff.) Confus- +41% ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Curse of Madness Bleeding Edge: Puts all charms on 12 cooldown Level 2.6 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Misfortune You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +15 Dex +7 Wil +13 Cun +8 Con dps ---------- Phys.crit +15.0% Mind.crit +14% Mind.pwr +10 (+1 eff.) Dmg.mod +12% physical Res.pen +10% blight Apr +3 Melee Ret 10 blight ----- def ----- Defense +18 (+0 eff.) Phys.save +23 (+5 eff.) Spell.save +20 (+5 eff.) Mind.save +35 (+6 eff.) Curse of Misfortune A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 88.5 - 132.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +27 acid +8 mind On Crit.r2 +76 fire On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- All.spd +15% Dmg.mod +21% mind Res.pen +25% temporal +35% fire ----- def ----- Resists +6% mind Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Corpses Massive two-handed mauls. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+0 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Curse of Misfortune Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 232.20 arcane damage and stunned). Uses 56 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 14.0 T5 heavy armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +4 Cun dps ---------- Res.pen +5% light ----- def ----- Armour +25 Defense +20 (+0 eff.) Fatigue +12% Resists +14% acid +6% darkness +18% blight +21% cold +19% nature Mind.save +20 (+3 eff.) Disease- +20% Silence- +27% ---------- misc Light +3 Breathe water Curse of Madness A suit of armour made of mail. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +34% arcane Acc +33 (+2 eff.) ----- def ----- Defense +17 (+0 eff.) Fatigue -10% Resists +9% acid +8% fire +9% lightning +10% cold Phys.save +13 (+3 eff.) Max.HP +97.00 ---------- misc Max.stam +28.00 Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Curse of Madness 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/Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +15 (+2 eff.) Dmg.mod +3% blight Res.pen +20% blight ----- def ----- Resists +14% physical Phys.save +24 (+5 eff.) Spell.save +21 (+6 eff.) Mind.save +38 (+6 eff.) Confus- +22% ---------- misc Stam/turn +4.20 Max.stam +34.34 Telepathy Dragon Demon/Major Humanoid/Orc Demon/Minor Curse of Madness Amulets can have magical properties. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 50% Mag, 30% Cun, 40% Wil 35% Str, 35% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+3 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal Curse of Nightmares A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+0 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Curse of Madness Implode: Level 2.6 Pwr.cost 23 out of 60/60. Range 8 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 159.9 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+0 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+5 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Curse of Madness Freeze: Level 3.9 Pwr.cost 34 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 73.48. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +30 (+2 eff.) ----- def ----- Defense +6 (+0 eff.) Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 Curse of Corpses A silk robe, darker than the darkest night sky, it radiates power. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 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 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 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 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +8 Str dps ---------- Crit.mult +28.00% Phys.pwr +10 (+0 eff.) Dmg.mod +9% cold Phasing +20% Apr +8 ----- def ----- Fatigue -9% Resists +15% light Spell.save +6 (+2 eff.) Max.HP +39.00 ---------- misc Vim/s.crit +2.69 Hate/m.crit +3.00 Max.stam +23.00 Telepathy Demon/Minor Humanoid/Orc Demon/Major 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+0 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 56 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 power out of 329/400 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 770.66 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mind.pwr +15 (+2 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+0 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Törp the Ghoul Cursed level 39
3rd Shortage 122nd year of Ascendancy at 15:48 see stats
By Törp the Ghoul Cursed level 50
15th Voratun 123rd year of Ascendancy at 00:55 see stats
By Törp the Dwarf Cursed level 29
29th Wealth 122nd year of Ascendancy at 08:19 see stats
By Törp the Ghoul Cursed level 50
13rd Voratun 123rd year of Ascendancy at 11:13 see stats
By Törp the Dwarf Cursed level 24
17th Wealth 122nd year of Ascendancy at 15:38 see stats
By Törp the Ghoul Cursed level 50
4th Profit 123rd year of Ascendancy at 11:27 see stats
By Törp the Ghoul Cursed level 50
19th Profit 123rd year of Ascendancy at 05:01 see stats
By Törp the Ghoul Cursed level 42
4th Shortage 122nd year of Ascendancy at 12:43 see stats
By Törp the Ghoul Cursed level 50
24th Voratun 123rd year of Ascendancy at 12:45 see stats
By Törp the Ghoul Cursed level 50
19th Steel 123rd year of Ascendancy at 01:39 see stats
By Törp the Dwarf Cursed level 9
29th Voratun 122nd year of Ascendancy at 05:41 see stats
By Törp the Ghoul Cursed level 50
21st Voratun 123rd year of Ascendancy at 05:05 see stats
By Törp the Ghoul Cursed level 50
40th Stralite 123rd year of Ascendancy at 11:11 see stats
By Törp the Dwarf Cursed level 39
15th Loss 122nd year of Ascendancy at 02:38 see stats
By Törp the Dwarf Cursed level 34
16th Dearth 122nd year of Ascendancy at 17:21 see stats
By Törp the Ghoul Cursed level 50
17th Voratun 123rd year of Ascendancy at 10:15 see stats
By Törp the Dwarf Cursed level 24
24th Wealth 122nd year of Ascendancy at 07:56 see stats
By Törp the Ghoul Cursed level 50
22nd Steel 123rd year of Ascendancy at 07:53 see stats
By Törp the Ghoul Cursed level 50
1st Voratun 123rd year of Ascendancy at 14:20 see stats
By Törp the Ghoul Cursed level 50
30th Voratun 123rd year of Ascendancy at 03:33 see stats
By Törp the Dwarf Cursed level 29
29th Wealth 122nd year of Ascendancy at 08:40 see stats
By Törp the Ghoul Cursed level 50
19th Profit 123rd year of Ascendancy at 05:48 see stats
By Törp the Dwarf Cursed level 39
16th Loss 122nd year of Ascendancy at 06:20 see stats
By Törp the Dwarf Cursed level 37
37th Dearth 122nd year of Ascendancy at 02:55 see stats
By Törp the Dwarf Cursed level 10
21st Profit 122nd year of Ascendancy at 19:31 see stats
By Törp the Dwarf Cursed level 20
9th Wealth 122nd year of Ascendancy at 09:16 see stats
By Törp the Dwarf Cursed level 30
6th Dearth 122nd year of Ascendancy at 04:37 see stats
By Törp the Ghoul Cursed level 40
4th Shortage 122nd year of Ascendancy at 00:11 see stats
By Törp the Ghoul Cursed level 50
4th Steel 123rd year of Ascendancy at 23:09 see stats
By Törp the Dwarf Cursed level 38
43rd Dearth 122nd year of Ascendancy at 14:46 see stats
By Törp the Dwarf Cursed level 38
44th Dearth 122nd year of Ascendancy at 07:57 see stats
By Törp the Dwarf Cursed level 19
42nd Profit 122nd year of Ascendancy at 15:00 see stats
By Törp the Dwarf Cursed level 21
11st Wealth 122nd year of Ascendancy at 11:58 see stats
By Törp the Dwarf Cursed level 3
17th Voratun 122nd year of Ascendancy at 20:56 see stats
By Törp the Ghoul Cursed level 50
21st Voratun 123rd year of Ascendancy at 06:07 see stats
By Törp the Dwarf Cursed level 38
42nd Dearth 122nd year of Ascendancy at 07:26 see stats
By Törp the Dwarf Cursed level 38
41st Dearth 122nd year of Ascendancy at 01:45 see stats
By Törp the Dwarf Cursed level 6
18th Voratun 122nd year of Ascendancy at 19:46 see stats
By Törp the Dwarf Cursed level 12
23rd Profit 122nd year of Ascendancy at 15:21 see stats
By Törp the Dwarf Cursed level 29
29th Wealth 122nd year of Ascendancy at 08:19 see stats
By Törp the Ghoul Cursed level 50
28th Voratun 123rd year of Ascendancy at 11:29 see stats
By Törp the Ghoul Cursed level 50
10th Steel 123rd year of Ascendancy at 11:56 see stats
By Törp the Dwarf Cursed level 39
14th Loss 122nd year of Ascendancy at 18:34 see stats
By Törp the Dwarf Cursed level 19
3rd Wealth 122nd year of Ascendancy at 19:49 see stats
By Törp the Dwarf Cursed level 24
24th Wealth 122nd year of Ascendancy at 06:46 see stats
By Törp the Dwarf Cursed level 16
34th Profit 122nd year of Ascendancy at 09:53 see stats
By Törp the Ghoul Cursed level 50
12nd Voratun 123rd year of Ascendancy at 23:08 see stats
By Törp the Dwarf Cursed level 19
9th Wealth 122nd year of Ascendancy at 03:32 see stats
Log
You gain 14.26 gold from the transmogrification of stormbringer's stralite dagger of massacre (Nightmares) (41-53.3 power, 9 apr).
You gain 14.79 gold from the transmogrification of stormbringer's dwarven-steel dagger of crippling (Shrouds) (19.5-25.35 power, 7 apr).
You gain 2.39 gold from the transmogrification of flaming stralite dagger (Shrouds) (28.5-37.05 power, 9 apr).
You gain 6.04 gold from the transmogrification of chilling dwarven-steel dagger of rage (Corpses) (19.5-25.35 power, 7 apr).
You gain 8.96 gold from the transmogrification of caustic voratun dagger (Corpses) (38-49.4 power, 9 apr).
You gain 3.73 gold from the transmogrification of blazebringer's iron dagger of massacre (Madness) (17-22.1 power, 5 apr).
You gain 1.25 gold from the transmogrification of stralite battleaxe (Corpses) (44-66 power, 3 apr).
You gain 2.71 gold from the transmogrification of flaming stralite battleaxe (Nightmares) (46.5-69.75 power, 3 apr).
You gain 6.14 gold from the transmogrification of arcing dwarven-steel battleaxe of rage (Shrouds) (31.5-47.25 power, 2 apr).
You gain 3.06 gold from the transmogrification of mule's stralite ring of corrosion (+36%) (Shrouds).
You gain 4.29 gold from the transmogrification of marksman's gold ring of power (Madness).
You gain 4.72 gold from the transmogrification of marksman's gold ring of arcana (+0.28/turn) (Corpses).
You gain 25.00 gold from the transmogrification of Xemira the Breezewar (Shrouds).
You gain 2.92 gold from the transmogrification of starlit gold amulet of mastery (0.28 Wild-gift / Call of the wild) (Nightmares).
You gain 2.82 gold from the transmogrification of shielding rune of the wizard (absorb 805; dur 7; cd 14).
You gain 0.84 gold from the transmogrification of shatter afflictions rune (absorb 114; cd 21).
You gain 1.31 gold from the transmogrification of healing infusion of the wizard (heal 347; cd 15).
There is a teleportation circle to the surface here (press '' or right click to use).
You feel very confident walking into this place.
Törp deactivates Range Amplification Device.
Törp deactivates Stalk.
Törp deactivates Cleave.
Törp deactivates Elemental Harmony.
Törp deactivates Daunting Presence.
Törp deactivates Mental Tyranny.
Törp deactivates Savage Hunter.
Törp deactivates Roll With It.
Törp deactivates Psiblades.
Törp deactivates Antimagic Shield.
Törp deactivates Gloom.