










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.7.0Donators/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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 31 / 93% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Necromancer at level 31 on the 9th Pyre 123rd year of Ascendancy at 20:54 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 25 (base 11) |
| Constitution | 29 (base 16) |
| Magic | 14 (base 10) |
| Willpower | 79 (base 60) |
| Cunning | 76 (base 58) |
Resources
| Life | -189/663 |
| Equilibrium | 58 |
| Psi | 102/169 |
| Healing Factor | 1.7424687383468 |
| Regeneration | 20.125513927905 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 57.218185365627 |
| See Invisible | 57.218185365627 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 44 |
| Crit Chance | 28% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +14% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +7% |
| Lightning | +15% |
| Fire | +50% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 19 (48.304188961773%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 26 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 38%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 21%( 70%) |
| Physical | + 22%( 70%) |
| Mind | + 43%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 20% |
| Confusion Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
| Poison Resistance | 12% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -559 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1277 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 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 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 Willpower stat. |
Class Talents
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +5. | 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.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Turochik (0 def, 4 armour) =10 stun=3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +6% darkness Stun/Frz- +10% Knockbk- +20% Teleport- +20% ---------- misc Infravis +1 Blindside: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Flashkill1.0 T3 lite [Rare] Nature While equipped: Stats +10 Wil dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +7 (+4 eff.) Dmg.mod +12% fire Res.pen +5% fire ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Hate/m.crit +2.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Searmaster' (0 def, 3 armour) =20 pen=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +20% acid +20% fire On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Armour +3 Fatigue +3% Resists +21% acid Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.3 Physical damage. If the attack hits, the target is confused (32% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | steel torque of clear mind 'Dairorin' [power 2] (12/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Mag ----- def ----- Resists +9% darkness +4% physical Die.at -20.00 life Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Xath the Arcstake0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Mov.spd +14% Res.pen +15% lightning +25% fire Acc +7 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +7 (+3 eff.) Resists +5% arcane +12% cold Blinding Speed: Puts all charms on 24 cooldown Level 5.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| On fingers | Zugrim the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +6 (+2 eff.) Apr +3 ----- def ----- Resists +7% blight +1% physical +5% nature Die.at -20.00 life HP.reg +3.00 Poison- +12% Disease- +10% Stun/Frz- +24% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Beogrim'1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +5 Cun +2 Con +6 Lck dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +9% mind Phys.save +8 (+4 eff.) Stealth +7 HP.reg +1.70 Heal.mod +18% ---------- misc T.Disarm +7 Light +2 Infravis +4 A belt that goes around your waist. |
| In main hand | Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Brightwreath (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +14% nature ----- def ----- Resists +13% blight +3% light +21% nature +9% all Crit.chn- 10.00% Max.HP +93.00 HP.reg +4.60 Heal.mod +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lisuselaith the cashmere cloak (2 def, 0 armour) =20 stun=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +12% lightning +6% darkness +9% mind Heal.mod +15% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ulfablek0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+5 eff.) Apr +1 ----- def ----- Armour +4 Fatigue -5% Resists +11% fire +12% mind +12% cold HP.reg +2.00 Confus- +23% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 601%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% 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 Strength 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 titan (heal 311; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 311 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 32%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 33%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 4.5 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 375 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
warrior's gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Furnacestrider =5d=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Dex +1 Wil +1 Con dps ---------- Res.pen +10% fire Acc +6 (+2 eff.) ----- def ----- Phys.save +3 (+1 eff.) ---------- misc See.Invis +9 Rings make your fingers look great! |
Gloryrarin =life=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +5% arcane +6% acid Spell.save +6 (+3 eff.) Max.HP +80.00 HP.reg +4.00 Silence- +20% Rings make your fingers look great! |
Runyrig0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str ----- def ----- Resists +6% acid HP.reg +2.00 Heal.mod +5% Disarm- +10% Stun/Frz- +21% Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +14% Acc +5 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Stun/Frz- +30% Blinding Speed: Puts all charms on 24 cooldown Level 4.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Frozenorder the steel battleaxe (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Psionic Power 119% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living While equipped: Stats +3 Str +13 Wil +10 Con dps ---------- Res.pen +10% cold Acc +5 (+2 eff.) ----- def ----- Resists +12% acid +10% lightning +13% cold +12% fire +5% all Spell.save +9 (+5 eff.) Max.HP +21.00 Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Uluromivor the Pitchstalker (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +6% cold ----- def ----- Resists +3% darkness Crit.chn- 15.00% ---------- misc Light +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dwarven-steel waraxe 'Willowreek' (118% power, 4 apr) =stat=3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +14 Str +6 Dex +6 Mag +3 Wil +7 Cun +6 Con dps ---------- Dmg.mod +15% nature +5% physical Res.pen +8% physical Acc +19 (+6 eff.) Apr +8 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% nature One-handed war axes. |
Blazewyrd the hardened leather belt =6con=1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str +6 Con dps ---------- Melee Ret 4 lightning ----- def ----- Resists +7% acid +10% fire +7% cold +9% nature +7% lightning Spell.save +9 (+5 eff.) A belt that goes around your waist. |
Yvyrerin the Cinderwrecker =10 pen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +6% lightning +10% temporal +12% cold +6% acid Spell.save +12 (+6 eff.) A belt that goes around your waist. |
noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +5 (+2 eff.) Max.HP +43.00 A belt that goes around your waist. |
linen cloak 'Zeredevon' (1 def, 6 armour) =10 stun=2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +5% arcane +10% cold Phys.save +3 (+1 eff.) Mind.save +12 (+4 eff.) Silence- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Glintwoe the pair of hardened leather boots (10 def, 6 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% light ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +12% blight Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Infravis +1 A pair of boots made of leather. |
Radhorand (0 def, 1 armour) =3 litte=2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +9% acid Res.pen +5% acid ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Invis +3 A pair of boots made of leather. |
Thundervengeance the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Cun +4 Con dps ---------- Res.pen +20% cold ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning Phys.save +14 (+7 eff.) Mind.save +17 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+5 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
hardened leather gloves 'Sleetprophet' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +2 Resists +12% blight Die.at -20.00 life HP.reg +5.00 Heal.mod +10% Cut- +20% ---------- misc Stam/turn +0.90 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Anerach the Abyssbloom (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +7% temporal ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emadatira the Glittertyphoon (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +11% fire Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +22% fire Die.at -40.00 life ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
Tarraregoharafast the rough leather cap (0 def, 1 armour) =11d=2.0 T1 head armor [Rare] Master While equipped: Stats +11 Dex +2 Con dps ---------- Phys.pwr +20 (+10 eff.) Res.pen +20% physical Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +12% darkness ---------- misc Infravis +3 A cap made of leather. |
drakeskin leather cap 'Beloregochak' (0 def, 5 armour) =stat=2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +4 Wil dps ---------- Res.pen +15% mind ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +6% fire +14% light +23% darkness Mind.save +9 (+3 eff.) ---------- misc Light +2 Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 83.3 Physical damage. If the attack hits, the target is confused (32% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
agate0.0 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. |
481 alchemist agate0.0 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. |
2 onyx0.0 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. |
5 aquamarine0.0 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 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. |
Arc's kiss (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +5% lightning ----- def ----- Resists +9% lightning +1% physical Mind.save +3 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Brandknave' (dig speed 28 turns) =12 dam=3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +12% fire +7% nature +6% mind ----- def ----- Armour +8 Resists +12% nature +3% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 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. |
11 spinel0.0 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 12 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 Chest2.0 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 clear mind [power 1] (12/15 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Islodamina' [power 100] (12/9 cooldown) =5d=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Res.pen +15% blight +10% physical Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 9 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 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. |
6 ametrine0.0 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. |
2 citrine0.0 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. |
6 zircon0.0 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dumbshit 2 the Cornac Summoner level 22
3rd Haze 122nd year of Ascendancy at 14:56 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Dumbshit 2 the Cornac Summoner level 20
71st Dusk 122nd year of Ascendancy at 22:56 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dumbshit 2 the Cornac Summoner level 11
2nd Summertide 122nd year of Ascendancy at 09:36 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Dumbshit 2 the Cornac Summoner level 28
39th Haze 122nd year of Ascendancy at 15:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dumbshit 2 the Cornac Summoner level 23
10th Haze 122nd year of Ascendancy at 14:35 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dumbshit 2 the Cornac Summoner level 26
27th Haze 122nd year of Ascendancy at 21:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dumbshit 2 the Cornac Summoner level 10
4th Mirth 122nd year of Ascendancy at 03:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dumbshit 2 the Cornac Summoner level 20
70th Dusk 122nd year of Ascendancy at 04:57 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dumbshit 2 the Cornac Summoner level 30
42nd Haze 122nd year of Ascendancy at 12:42 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Dumbshit 2 the Cornac Summoner level 30
3rd Regrowth 123rd year of Ascendancy at 04:58 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Dumbshit 2 the Cornac Summoner level 29
41st Haze 122nd year of Ascendancy at 16:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dumbshit 2 the Cornac Summoner level 26
23rd Haze 122nd year of Ascendancy at 16:07 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Dumbshit 2 the Cornac Summoner level 31
9th Pyre 123rd year of Ascendancy at 20:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dumbshit 2 the Cornac Summoner level 10
4th Mirth 122nd year of Ascendancy at 20:23 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Dumbshit 2 the Cornac Summoner level 24
14th Haze 122nd year of Ascendancy at 00:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dumbshit 2 the Cornac Summoner level 11
10th Flare 122nd year of Ascendancy at 15:37 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dumbshit 2 the Cornac Summoner level 24
14th Haze 122nd year of Ascendancy at 09:58 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dumbshit 2 the Cornac Summoner level 29
41st Haze 122nd year of Ascendancy at 09:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dumbshit 2 the Cornac Summoner level 18
33rd Dusk 122nd year of Ascendancy at 11:18 see stats
Log
Ethereal boots hits Ritch flamespitter for 348 arcane damage.
Ethereal boots hits Fire drake (wild summon) for 348 arcane damage.
Agony from Grand Necromancer hits Captive krog for 40 mind damage.
Grand Necromancer casts Repulsion Blast.
Dumbshit 2 slams into something solid!
Fire drake (wild summon)'s devouring flames area effect drains life from Captive krog!
Fire drake (wild summon) receives 2 healing from Captive krog.
Grand Necromancer hits Dumbshit 2 for 160 physical, 40 physical (199 total damage).
Fire drake (wild summon)'s devouring flames area effect hits Captive krog for 11 fire damage.
Dumbshit 2 seems more focused.
Talent Infusion: Movement is ready to use.
Talent Minotaur is ready to use.
Talent Turtle is ready to use.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Dumbshit 2 uses Infusion: Movement.
Dumbshit 2 is moving at extreme speed!
Ritch flamespitter spits flames!
Fire drake (wild summon) seems more focused.
Fire drake (wild summon) misses Grand Necromancer.
Ritch flamespitter hits Captive krog for 16 fire damage.
Grand Necromancer casts Echoes From The Past.
Grand Necromancer's spell attains critical power!
Grand Necromancer uses Agony.
Fire drake (wild summon) is writhing in agony!
Grand Necromancer hits Dumbshit 2 for 167 temporal damage.
Grand Necromancer hits Ritch flamespitter for 204 temporal damage.
Grand Necromancer hits Fire drake (wild summon) for 204 temporal, 193 temporal (397 total damage).
Dumbshit 2 the level 31 cornac summoner was spaghettified across the whole of space and time to death by a Grand Necromancer and raised to serve on level 2 of Necromancers' Ruins.















































































































