











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 33 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 74th Haze 122nd year of Ascendancy at 14:12 / 1 |
Primary Stats
| Strength | 71 (base 60) |
| Dexterity | 44 (base 32) |
| Constitution | 26 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 54 (base 30) |
| Cunning | 46 (base 26) |
Resources
| Life | -297/955 |
| Hate | 50/100 |
| Healing Factor | 1.2577623429791 |
| Regeneration | 12.892064015535 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 11 |
| See Invisible | 15 |
| Stealth | 25 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 54 |
| Crit Chance | 15% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Light | +22% |
| Blight | +12% |
| Nature | +15% |
| Cold | +12% |
| All | +6% |
Offense: Damage Penetration
| Acid | +25% |
| Blight | +20% |
| Physical | +7% |
| Darkness | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 53.723073231957 (96.438666929426%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 34 |
| Physical Save | 41 |
| Spell Save | 32 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 23%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 39%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Disarm Resistance | 40% |
| Knockback Resistance | 95% |
| Confusion Resistance | 67% |
| Fear Resistance | 45% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 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 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 748% 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 Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength 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 |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 216. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Loradas (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Dex / +6 Wil / +3 Cun Mental save: +6 (+2 eff.) See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 60% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Infernolace the rough leather cap (Nightmares) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 fire Changes stats: +4 Con Changes resistances: +12% mind Physical save: +3 (+1 eff.) Mental save: +13 (+5 eff.) Silence immunity: +20% Confusion immunity: +22% Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A cap made of leather. |
| On hands | Gloves of the Firm Hand (Corpses) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Corpses 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. |
| Tool | Malegolakan the Rimejam [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +15% acid Changes damage: +9% acid / +6% cold / +6% light It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nerivea the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 2 blight Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +6% all Life regen: +7.00 Maximum life: +52.00 Spellpower: +14 (+7 eff.) Mindpower: +8 (+3 eff.) Healing mod.: +12% Rings make your fingers look great! |
| On fingers | FesterkingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +1 Wil / +1 Con Changes resistances: +18% nature Changes damage: +9% nature Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +25% Life regen: +3.00 See invisible: +3 Rings make your fingers look great! |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Baromineg the dwarven-steel mace (Madness) (144% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 145% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Physical power: +10 (+2 eff.) Changes stats: +7 Con / +8 Wil Changes resistances: +1% physical Changes resistances penetration: +7% physical Only die when reaching: -80.00 life Maximum life: +39.00 Damage Shield penetration: +20% Curse of Madness Blunt and deadly. |
| Around waist | Coalbane (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +6 Str / +10 Dex / +5 Wil / +10 Cun / +8 Lck Changes resistances: +3% darkness Changes resistances penetration: +25% darkness / +5% blight Trap disarming bonus: +27 Stealth bonus: +13 Physical save: +26 (+9 eff.) Spell save: +17 (+8 eff.) Mental save: +16 (+6 eff.) Mindpower: +10 (+3 eff.) Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
| In off hand | steel shield 'Emywyn' (Misfortune) (10 def, 9 armour, 110% power, 37 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 On weapon hit: * Deal physical damage equal to your armor (54) When wielded/worn: Armour: +9 Defense: +10 (+5 eff.) Fatigue: +8% Changes stats: +1 Wil Talent granted: +1 Block Spell save: +3 (+2 eff.) Knockback immunity: +20% Only die when reaching: -40.00 life Maximum life: +100.00 Curse of Misfortune Handheld deflection devices. |
| Cloak | Destala's Scales (Madness) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Madness It can be used to activate talent Dissolve (costing 20 power out of 12/20) : Effective talent level: 2.4 Power cost: 20 out of 12/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | searing steel plate armour of command (Nightmares) (6 def, 14 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +6 (+3 eff.) Fatigue: +22% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 8 fire Changes stats: +1 Cun Changes resistances: +10% acid / +12% fire Mental save: +12 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Inventory
Turular the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances: +11% mind Changes damage: +9% acid Critical mult.: +5.00% Physical save: +12 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +25% Amulets make your neck look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's copper ring of pilfering =con5=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Physical power: +6 (+1 eff.) Defense: +9 (+4 eff.) Changes stats: +4 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Tirakai's Maul (Corpses) (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem Curse of Corpses It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level.Gloomhack (Nightmares) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +5 Con Changes resistances: +20% blight Changes damage: +15% darkness Talent mastery: +0.30 Wild-gift / Fungus Maximum psi: +30.00 Mindpower: +25 (+8 eff.) Curse of Nightmares It can be used to regenerate 156 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Corruptionhacker the dwarven-steel longsword (Madness) (129% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Changes stats: +11 Str / +8 Dex / +14 Mag / +16 Wil / +8 Cun / +8 Con Changes damage: +18% nature Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.bloodlich's yew vilestaff of wizardry (Shrouds) (120% power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +3 Wil / +4 Cun / +4 Con Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +10.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum mana: +45.00 Maximum vim: +32.00 Maximum neg.energy: +31.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +3% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Eclipsepeal the steel waraxe (Misfortune) (101% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 16 * 10% chance to reduce armor by 25% Damage (Melee): +11 nature Damage (radius 1) on hit: +12 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 25% Changes resistances: +15% darkness Changes resistances penetration: +10% blight Changes damage: +15% darkness Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Hurand (Madness) (118% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 25% When wielded/worn: Changes stats: +10 Con / +10 Wil Changes resistances: +6% temporal Changes damage: +3% temporal Critical mult.: +20.00% Vim when firing critical spell: +2.00 Maximum life: +64.00 Maximum vim: +40.00 Curse of Madness One-handed war axes. |
noble's rough leather belt of unlife (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Scumwinnow (Shrouds) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 60% * 20% chance to reduce armor by 25% Changes resistances: +6% lightning Changes resistances penetration: +20% nature / +25% acid Changes damage: +6% lightning Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getaromirath the elven-silk robe (Corpses) (0 def, 0 armour) =con12=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +1 Changes stats: +12 Con Changes resistances: +6% lightning / +5% arcane / +21% mind / +15% all Changes damage: +28% nature / +21% mind Physical save: +9 (+3 eff.) Mental save: +3 (+1 eff.) Poison immunity: +79% Disease immunity: +81% Cut immunity: +20% Knockback immunity: +20% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (Misfortune) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Misfortune It can be used to boost speed by 43% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of dwarven-steel boots 'Phoenixbait' (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +6 Con Changes resistances: +17% fire / +9% cold Changes resistances penetration: +15% fire / +7% physical Physical save: +6 (+2 eff.) Silence immunity: +33% Confusion immunity: +29% Stun/Freeze immunity: +30% Mindpower: +6 (+2 eff.) Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 131% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 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. |
Nightsage (Misfortune) (0 def, 10 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +10 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +12% darkness Physical save: +8 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +34% When used to modify unarmed attacks: Power: 116% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Quenchrot (Madness) (0 def, 2 armour) =con8=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +7 Dex / +3 Mag / +8 Con Changes resistances penetration: +15% cold Changes damage: +6% cold Reduces incoming crit damage: 15.00% See invisible: +9 When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (Shrouds) (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% When used to modify unarmed attacks: Power: 117% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +8 Crit. chance: +6.0% Attack speed: 83% Damage (Melee): +12 silence Can't be worn by those with arcane powers. Curse of Shrouds It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets 'Lorinaristir' (Nightmares) (10 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Damage (Melee): 10 fire Changes resistances: +7% fire Changes damage: +5% fire Critical mult.: +10.00% When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +8 fire Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Belawyn (Shrouds) (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +3 Cun / +3 Wil Reduces incoming crit damage: 15.00% Disarm immunity: +10% Teleport immunity: +10% Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) Curse of Shrouds A cap made of leather. |
Brightreaper the dwarven-steel helm (Nightmares) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +3 Cun / +3 Wil Changes resistances: +12% acid Changes resistances penetration: +25% light Mindpower: +5 (+2 eff.) Light radius: +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Ninn (Misfortune) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 6 acid Changes resistances: +9% fire / +18% nature / +15% cold Changes damage: +12% nature Blindness immunity: +20% Only die when reaching: -40.00 life Curse of Misfortune A pointy cloth hat, very wizardly... |
Lightningtouch the cashmere wizard hat (Madness) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +5 Wil Changes resistances: +15% light / +6% cold Changes resistances penetration: +10% lightning Physical save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -40.00 life Curse of Madness A pointy cloth hat, very wizardly... |
Shimmerimmortal the cashmere wizard hat (Nightmares) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+9 eff.) Armour penetration: +1 Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +10% mind Changes damage: +9% mind / +6% lightning Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +2% Infravision radius: +2 Curse of Nightmares A pointy cloth hat, very wizardly... |
Ulfyrontir the Duskbliss (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +3 Str Changes resistances: +3% light / +12% fire Changes damage: +3% lightning Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Chargegrinder' (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 lightning / 6 darkness Changes stats: +3 Str / +3 Con Changes resistances: +21% lightning Changes damage: +6% lightning Physical save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.quiver of yew arrows 'Phoenixonslaught' (20/20, 136% power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 16 Damage (Ranged): +16 fire / +8 light Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +16 blight / +4 fire Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
692 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elobeth the Glintroar (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 10 light Changes stats: +5 Str / +7 Wil / +2 Con Critical mult.: +30.00% Only die when reaching: -80.00 life Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Glacierpiercer' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 4 mind Changes stats: +6 Str / +1 Wil Changes resistances: +3% cold Stamina each turn: +2.00 Hate when firing a critical mind attack: +1.00 Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
ash totem of healing 'Gurith' [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% fire / +3% nature / +18% cold Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Felgio the Cornac Cursed level 32
69th Haze 122nd year of Ascendancy at 12:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Felgio the Cornac Cursed level 24
27th Dusk 122nd year of Ascendancy at 18:27 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Felgio the Cornac Cursed level 33
74th Haze 122nd year of Ascendancy at 09:14 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Felgio the Cornac Cursed level 29
55th Haze 122nd year of Ascendancy at 09:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Felgio the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 19:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Felgio the Cornac Cursed level 20
18th Dusk 122nd year of Ascendancy at 19:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Felgio the Cornac Cursed level 30
60th Haze 122nd year of Ascendancy at 11:15 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Felgio the Cornac Cursed level 19
10th Dusk 122nd year of Ascendancy at 22:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Felgio the Cornac Cursed level 25
21st Haze 122nd year of Ascendancy at 08:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Felgio the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 08:31 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Felgio the Cornac Cursed level 25
21st Haze 122nd year of Ascendancy at 08:53 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Felgio the Cornac Cursed level 10
4th Mirth 122nd year of Ascendancy at 20:18 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Felgio the Cornac Cursed level 25
20th Haze 122nd year of Ascendancy at 21:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Felgio the Cornac Cursed level 23
27th Dusk 122nd year of Ascendancy at 04:17 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Felgio the Cornac Cursed level 15
2nd Flare 122nd year of Ascendancy at 01:09 see stats
Log
Grand Corruptor casts Drain.
Grand Corruptor hits Felgio for (37 blocked), 232 blight (232 total damage).
Grand Corruptor receives 202 healing.
Felgio has shrugged off 32 damage and is ready for more.
Felgio is no longer out of phase.
Talent Frenzy is ready to use.
Felgio hits Grand Corruptor for 7 darkness, 9 mind (17 total damage).
Mindrot hits Grand Corruptor for 3 mind, 2 darkness (5 total damage).
Weakness Disease from Grand Corruptor hits Felgio for (37 blocked), (32 rampage shugs off), 41 blight (41 total damage).
Lava floor burns Felgio!
LIFE LOST WARNING!
Grand Corruptor hits Felgio for (37 blocked), 105 fire (105 total damage).
Felgio uses Infusion: Wild.
Felgio speeds up.
Felgio is cured!
Felgio lessens the pain.
You feel your rampage slowing down. (-1 duration)
Felgio uses Reckless Charge.
Grand Corruptor hits Felgio for 52 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Grand Corruptor receives 202 healing.
Grand Corruptor deactivates Fearscape.
Lava floor burns Felgio!
Grand Corruptor hits Felgio for 81 fire damage.
Felgio the level 33 cornac cursed was scorched to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
Grand Corruptor is no longer being stalked by Felgio.




























































































