










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 32 / 34% |
| Size | big |
| Lifes / Deaths | Killed by Betyra the skeleton magus at level 31 on the 31st Haze 122nd year of Ascendancy at 19:08 / 2Killed by Mayyssra the elven cultist at level 32 on the 43rd Haze 122nd year of Ascendancy at 07:01 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 22 (base 13) |
| Constitution | 21 (base 21) |
| Magic | 85 (base 60) |
| Willpower | 19 (base 13) |
| Cunning | 53 (base 49) |
Resources
| Life | -261/695 |
| Vim | 97/342 |
| Healing Factor | 1.094804467222 |
| Regeneration | 6.8425279201375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 6 |
| See Stealth | 57.044725748241 |
| See Invisible | 60.044725748241 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 19 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +21% |
| Mind | +30% |
| All | 0% |
| Darkness | +12% |
| Light | +9% |
| Temporal | +18% |
| Lightning | +15% |
| Fire | +33% |
| Nature | +9% |
Offense: Damage Penetration
| Blight | +10% |
| Acid | +5% |
| Fire | +15% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 16 (54.823135475018%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 45 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 20%( 73%) |
| Blight | + 23%( 73%) |
| Physical | + 16%( 73%) |
| Mind | + 35%( 73%) |
| All | + 15%( 73%) |
| Darkness | + 22%( 73%) |
| Light | + 21%( 73%) |
| Temporal | + 20%( 73%) |
| Lightning | + 49%( 73%) |
| Fire | + 30%( 73%) |
| Nature | + 23%( 73%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Confusion Resistance | 21% |
| Silence Resistance | 50% |
| Stun Resistance | 96% |
| Instadeath Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 525 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 222 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Corruption / Bone | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the lone alchemist from death by elder vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. | 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 AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
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 |
Equipment
| On feet | Murkbrace the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 16% Damage when hit (Melee): 2 darkness Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +12% darkness Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Yaryhell the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 19 Damage when hit (Melee): 8 temporal Changes resistances: +6% mind Changes damage: +9% blight / +18% temporal / +12% mind Light radius: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Silera' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil Changes resistances: +16% lightning Changes resistances penetration: +5% arcane Changes damage: +11% lightning Spell save: +3 (+1 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Balulach the dwarven-steel torque of psionic shield [power 75] (11/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% temporal / +3% fire Spell save: +12 (+4 eff.) Disease immunity: +10% Pinning immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% mind / +9% nature Changes damage: +18% mind Stun/Freeze immunity: +53% Life regen: +6.00 Can be unequipped or rerolled. 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? |
| On fingers | steel ring 'Zemnir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% mind Blindness immunity: +46% Pinning immunity: +20% Only die when reaching: -80.00 life Mental crit. chance: +3% Infravision radius: +4 See stealth: +7 See invisible: +7 Rings make your fingers look great! |
| Around waist | Bregyrand the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+4 eff.) Armour: +4 Changes resistances: +3% acid Spell save: +9 (+3 eff.) Silence immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone magestaff 'Singespawner' (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 40% Damage when hit (Melee): 2 fire Changes resistances: +3% acid Changes resistances penetration: +5% acid / +15% fire Changes damage: +3% acid / +33% fire Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +23 (+6 eff.) Spell crit. chance: +16% It can be used to conjure elemental energy in a radius 10 cone, dealing 37.21 to 44.65 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Issakath (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Changes stats: +2 Cun Changes resistances: +6% lightning / +3% fire Changes damage: +4% lightning Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% See invisible: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 97% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Sparkworm the cashmere robe (5 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +5 Mag Changes resistances: +18% lightning / +8% darkness / +7% light / +11% all Changes damage: +9% light / +9% nature Spell save: +17 (+6 eff.) Mana each turn: +0.23 Maximum life: +48.00 Maximum mana: +62.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +11% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Belussra the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +6 (+2 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +1% physical / +12% fire Silence immunity: +10% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Gladhera the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +7 Dex / +2 Wil Changes resistances cap: +3% all Changes damage: +12% blight Physical save: +11 (+5 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+2 eff.) Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 727%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 727% 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 Cunning stat. It can be used to 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 duelist (heal 391; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to 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 sneak (heal 367; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 367 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 349; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Magic stat. It can be used to 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 warrior (res 18%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 114; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
KindleveinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Mag / +2 Con Changes resistances: +12% lightning Physical save: +12 (+6 eff.) Light radius: +2 Amulets make your neck look great! |
SingereekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +5 Wil Changes resistances: +3% cold / +3% temporal / +4% physical Physical save: +9 (+4 eff.) Blindness immunity: +20% Maximum life: +40.00 Amulets make your neck look great! |
copper amulet 'Flashslicer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes damage: +18% light Light radius: +3 Amulets make your neck look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Changes stats: +5 Str / +5 Con Life regen: +6.00 Maximum life: +43.00 Healing mod.: +12% Rings make your fingers look great! |
steel ring 'Aletorek'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +4 Mag / +2 Wil / +3 Cun Changes resistances: +2% physical Spell save: +4 (+2 eff.) Blindness immunity: +26% Spellpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
DazzleblowInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances penetration: +5% temporal Maximum life: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Ereledur the SearoblivionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% fire Changes damage: +6% fire Damage against: +17% Summoned Reduced damage from: +15% Summoned Equilibrium when hit: +0.04 Psi when hit: +0.24 Maximum hate: +4.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Eden's Guile (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 It can be used to boost speed by 46% (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. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Scaboblivion (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil Changes resistances: +3% temporal / +9% nature / +9% cold Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +12.00 Light radius: +2 When used to modify unarmed attacks: Power: 97% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brodyrab the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 40% Damage when hit (Melee): 4 acid / 2 temporal Changes stats: +2 Wil Changes resistances: +11% blight Changes damage: +11% blight / +6% acid A pointy cloth hat, very wizardly... |
Tidewake (20 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 44% Changes resistances: +5% arcane / +8% cold Allows you to breathe in: water Pinning immunity: +10% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.acidic stralite shield of cold resistance (+20%) (0 def, 8 armour, 157% power, 140.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 157% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 On weapon hit: * 22% chance to reduce armor by 40% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 10 acid Changes resistances: +20% cold Talent granted: +1 Block Handheld deflection devices. |
8 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. |
220 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. |
5 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. |
6 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Blazetrencher the iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% darkness / +6% light Changes resistances penetration: +5% fire Changes damage: +9% light / +6% darkness Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DaimidilCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 blight Changes resistances: +5% arcane Changes resistances penetration: +5% blight Changes damage: +3% mind Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shadowwaker the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Damage when hit (Melee): 6 darkness Changes damage: +21% light / +3% darkness Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Singemoon the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+4 eff.) Armour: +8 Changes resistances penetration: +5% physical Critical mult.: +5.00% Mental save: +6 (+3 eff.) Maximum hate: +4.00 Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Kindlespar'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances penetration: +20% lightning / +15% fire Changes damage: +6% lightning / +9% cold Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 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. |
Sunsweep [power 105] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes resistances: +3% light / +9% fire Light radius: +3 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Lightwreck the ash totem of healing [power 218] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +15% light Changes resistances penetration: +25% light Changes damage: +9% light See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Rotscar [power 116] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% cold Changes resistances penetration: +25% nature Changes damage: +3% mind Maximum hate: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 200] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Glorudhera' [power 278] (11/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +20% blight / +20% mind Mental save: +6 (+3 eff.) Psi when hit: +0.16 Mental crit. chance: +2% It can be used to sting an enemy dealing 303 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 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. |
ash wand of lightning storm 'Borarek' [power 218] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane Mana each turn: +0.08 Spellpower: +30 (+7 eff.) Spell crit. chance: +6% Damage Shield penetration: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (250 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 24/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
6 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. |
8 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By cncp the Cornac Corruptor level 32
34th Haze 122nd year of Ascendancy at 16:15 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By cncp the Cornac Corruptor level 32
33rd Haze 122nd year of Ascendancy at 00:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By cncp the Cornac Corruptor level 22
65th Dusk 122nd year of Ascendancy at 09:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By cncp the Cornac Corruptor level 10
3rd Flare 122nd year of Ascendancy at 02:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By cncp the Cornac Corruptor level 20
55th Dusk 122nd year of Ascendancy at 20:45 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By cncp the Cornac Corruptor level 30
30th Haze 122nd year of Ascendancy at 18:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By cncp the Cornac Corruptor level 26
25th Haze 122nd year of Ascendancy at 01:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By cncp the Cornac Corruptor level 7
10th Mirth 122nd year of Ascendancy at 01:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By cncp the Cornac Corruptor level 14
4th Dusk 122nd year of Ascendancy at 09:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By cncp the Cornac Corruptor level 23
18th Haze 122nd year of Ascendancy at 08:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By cncp the Cornac Corruptor level 16
25th Dusk 122nd year of Ascendancy at 18:51 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By cncp the Cornac Corruptor level 31
31st Haze 122nd year of Ascendancy at 19:08 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By cncp the Cornac Corruptor level 30
31st Haze 122nd year of Ascendancy at 15:32 see stats
Log
Betomirin the elven cultist is pulled in!
Talent Virulent Disease is ready to use.
Talent Drain is ready to use.
Bleeding from Elven mage hits cncp for (43 flat reduction), 0 cold (0 total damage).
Rotting Disease from Polurianor the elven warrior hits cncp for (12 flat reduction), 0 blight (0 total damage).
Mayyssra the elven cultist's desolate waste area effect hits cncp for 10 healing, 23 cold (23 total damage) [10 healing].
Mayyssra the elven cultist's spell attains critical power!
The powerful blow energizes cncp reducing their cooldowns!
Mayyssra the elven cultist hits cncp for 10 healing, 265 cold (265 total damage) [10 healing].
Weakness Disease from Cncp hits Mayyssra the elven cultist for 0 blight damage.
Betomirin the elven cultist uses Take Down.
Armoured skeleton warrior uses Shield Pummel.
The powerful blow energizes cncp reducing their cooldowns!
The powerful blow energizes cncp reducing their cooldowns!
Cncp resists the shield bash!
Armoured skeleton warrior hits cncp for 10 healing, 81 cold, 10 healing, 15 cold, 10 healing, 110 cold, 10 healing, 15 cold (221 total damage) [38 healing].
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 temporal, (2 absorbed), 0 darkness, (2 absorbed), 0 fire, (7 absorbed), 0 temporal, (2 absorbed), 0 darkness, (2 absorbed), 0 fire (0 total damage).
LIFE LOST WARNING!
Cncp uses Infusion: Wild.
Cncp lessens the pain.
Cncp casts Blood Grasp.
Mayyssra the elven cultist is afflicted by a rotting disease!
Cncp's Blood Grasp hits Mayyssra the elven cultist for 189 blight damage.
cncp receives 34 healing from Cncp's Blood Grasp.
Mayyssra the elven cultist casts Invoke Darkness.
Mayyssra the elven cultist's spell attains critical power!
The powerful blow energizes cncp reducing their cooldowns!
Mayyssra the elven cultist hits cncp for 10 healing, 147 cold (147 total damage) [10 healing].
cncp the level 32 cornac corruptor was frozen to death by Mayyssra the elven cultist on level 2 of Dark crypt.












































































































