








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 27 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Garin the bloated horror at level 26 on the 3rd Regrowth 123rd year of Ascendancy at 15:31 / 3Killed by Cyrima the gigantic gravity worm at level 27 on the 11st Regrowth 123rd year of Ascendancy at 21:23 Killed by Lonsa at level 27 on the 11st Regrowth 123rd year of Ascendancy at 23:16 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 35 (base 20) |
| Magic | 77 (base 58) |
| Willpower | 42 (base 26) |
| Cunning | 64 (base 26) |
Resources
| Life | -60/394 |
| Mana | 327/442 |
| Soul | 12/14 |
| Healing Factor | 1.4016660017317 |
| Regeneration | 13.245743716365 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 37.390773745007 |
| See Invisible | 40.390773745007 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 25 |
| Crit Chance | 28% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Lightning | +11% |
| Nature | +11% |
| Darkness | +28% |
| Physical | +18% |
| Fire | +14% |
| All | +8% |
Offense: Damage Penetration
| Blight | +10% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 18 |
| Ranged Defense | 18 |
| Fatigue | 5 |
| Physical Save | 41 |
| Spell Save | 61 |
| Mental Save | 60 |
Defense: Resistances
| Arcane | + 19%( 70%) |
| Mind | + 23%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 28%( 70%) |
| Darkness | + 60%( 70%) |
| Cold | + 34%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 86 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1480% for 10 turns (1110 total) and instantly restoring 74 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of bones | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Undead / Lich | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Isimida the hornet swarm. Escort: lost sun paladin (level 4 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 121. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Bethutira the Splendourbreak (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +3 Fatigue: +2% Changes stats: +3 Str / +2 Cun / +1 Con Physical save: +13 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -40.00 life Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Velymira the ArclaceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% light / +3% darkness Changes damage: +3% lightning Spell save: +3 (+1 eff.) Blindness immunity: +10% Only die when reaching: -40.00 life Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | steel torque of psionic shield 'Scorpionhacker' [power 47] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +12% nature Changes damage: +3% acid It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | HailrageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+4 eff.) Damage when hit (Melee): 2 cold Changes stats: +3 Cun Changes resistances: +12% darkness Teleport immunity: +10% Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
| On fingers | SerpentmasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +2 Str / +2 Dex / +5 Mag / +3 Cun / +1 Con Changes resistances penetration: +10% nature Changes damage: +6% fire See invisible: +3 Rings make your fingers look great! |
| Around waist | grounding rough leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +5 Lck Changes resistances: +5% lightning / +6% temporal Trap disarming bonus: +6 Stealth bonus: +5 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Malestir (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +7.0% Physical power: +8 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +5 Con Changes resistances: +3% cold / +9% temporal Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +13.00% Life regen: +1.20 Spellpower: +18 (+5 eff.) Spell crit. chance: +12% Healing mod.: +21% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Aroldawen the Smearfiend (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Changes stats: +2 Cun / +2 Mag Changes resistances: +5% light / +6% darkness Changes damage: +3% nature Physical save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +22% Life regen: +3.00 Stamina each turn: +0.80 Spellpower on spell critical (stacks up to 3 times): +6 Maximum stamina: +14.00 Spell crit. chance: +3% Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 84.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Lelomas (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Damage when hit (Melee): 4 blight Changes resistances: +12% darkness / +10% mind / +9% all Changes resistances penetration: +10% blight Changes damage: +8% all Physical save: +11 (+3 eff.) Spell save: +27 (+7 eff.) Mental save: +20 (+5 eff.) Spellpower: +13 (+4 eff.) Spell crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Blacktrencher' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +5 Str / +3 Cun / +3 Con Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | BolavonCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +5% arcane / +3% fire Spell save: +6 (+1 eff.) Confusion immunity: +10% Life regen: +1.00 Hate when firing a critical mind attack: +2.00 Amulets make your neck look great! |
Inventory
blink rune of the sneak (range 7; phase 21; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning 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. |
blink rune of the wizard (range 6; phase 27; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
blink rune of the wizard (range 7; phase 19; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. 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. |
shielding rune of the duelist (absorb 233; dur 6; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 6 turns. Its effects scale with your Dexterity 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. |
shielding rune of the psychic (absorb 279; dur 4; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 279 damage for 4 turns. Its effects scale with your Willpower 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. |
shielding rune of the sneak (absorb 349; dur 5; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 349 damage for 5 turns. Its effects scale with your Cunning 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. |
shielding rune of the titan (absorb 188; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 188 damage for 4 turns. Its effects scale with your Constitution 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. |
teleportation rune of the sneak (range 89; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Cunning 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. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
copper amulet 'Umbraripper'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +9% darkness / +5% arcane Changes resistances penetration: +15% arcane Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
insulating copper amulet of mastery (0.11 Spell / Nightfall)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +12% cold Talent mastery: +0.11 Spell / Nightfall Amulets make your neck look great! |
Nighttorrent the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +3 Wil Changes resistances: +40% acid Changes resistances penetration: +25% darkness Changes damage: +14% acid Rings make your fingers look great! |
mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +21 Rings make your fingers look great! |
pixie's gold ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 20 physical Changes stats: +7 Cun / +3 Mag Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +5 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
solipsist's copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 24 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 24 Damage (Ranged): 6 physical Changes stats: +5 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Mindpower: +6 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
warrior's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Blindness immunity: +30% Infravision radius: +4 See stealth: +8 See invisible: +5 Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings make your fingers look great! |
Spelldrinker (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of shearing (16-21 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +7 Changes resistances penetration: +8% all Sharp, short and deadly. |
Daimurain the Smoldermarrow (27-32 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 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: Physical crit. chance: +8.0% Defense: +7 (+4 eff.) Damage (Melee): 17 arcane Damage when hit (Melee): 4 fire Changes damage: +15% fire / +27% darkness / +9% mind Talent granted: +1 Command Staff Maximum mana: +49.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 88.66 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Genn the ViperglamourPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 temporal Changes stats: +3 Wil / +2 Con Changes resistances: +9% nature Changes damage: +3% nature / +3% temporal Maximum encumbrance: +23 See invisible: +9 A belt that goes around your waist. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+6 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Xanonne the woollen robe (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 2 arcane Changes stats: +3 Mag / +4 Wil Changes resistances: +9% all Changes damage: +11% arcane / +15% temporal Poison immunity: +20% Silence immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Maximum mana: +50.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of alchemy (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% acid / +13% physical / +11% fire / +13% cold / +13% all Changes damage: +5% acid / +12% physical / +19% light / +10% fire / +13% darkness / +6% cold Talent cooldown: Refit Golem (-3 turns) Spellpower: +8 (+2 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Dazzlepiercer' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Dex / +5 Cun / +4 Con Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +10% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Ulakalthonik (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Changes stats: +2 Str / +9 Mag / +2 Cun Changes resistances: +21% acid Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Maximum life: +61.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fogdream the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 blight Changes resistances: +16% lightning / +18% temporal / +8% nature Changes resistances penetration: +20% darkness Changes damage: +6% blight / +3% darkness Spell save: +6 (+1 eff.) Maximum life: +81.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gata (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +8 Wil Changes resistances: +7% blight / +8% physical / +3% temporal / +5% cold Changes damage: +3% blight Allows you to breathe in: water Physical save: +6 (+2 eff.) Mental save: +7 (+1 eff.) A cap made of leather. |
Porysetira (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con / +2 Wil Changes resistances: +6% blight / +5% arcane Physical save: +15 (+5 eff.) Light radius: +3 A cap made of leather. |
6 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. |
96 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. |
4 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. |
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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blazeweeper (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +8 Changes stats: +1 Str / +2 Mag Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Mental save: +6 (+1 eff.) Maximum mana: +21.00 Spell crit. chance: +4% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 119 power out of 140/140. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 172 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. |
iron torque of clear mind 'Salyyath' [power 1] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +5% physical Changes damage: +3% physical Only die when reaching: -80.00 life Maximum stamina: +10.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
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. |
Plaguestake [power 206] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +6 Str / +2 Dex / +2 Wil / +3 Cun It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (228 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
9 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 different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Lonsa the Cornac Necromancer level 23
49th Haze 122nd year of Ascendancy at 11:52 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lonsa the Cornac Necromancer level 13
37th Dusk 122nd year of Ascendancy at 04:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Lonsa the Cornac Necromancer level 22
47th Haze 122nd year of Ascendancy at 10:29 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 Lonsa the Cornac Necromancer level 23
49th Haze 122nd year of Ascendancy at 11:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Lonsa the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 03:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Lonsa the Cornac Necromancer level 20
43rd Haze 122nd year of Ascendancy at 15:23 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Lonsa the Lich Necromancer level 26
3rd Regrowth 123rd year of Ascendancy at 15:31 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Lonsa the Cornac Necromancer level 25
10th Decay 122nd year of Ascendancy at 21:43 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Lonsa the Cornac Necromancer level 23
49th Haze 122nd year of Ascendancy at 11:52 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Lonsa the Cornac Necromancer level 10
18th Dusk 122nd year of Ascendancy at 17:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Lonsa the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 21:57 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Lonsa the Cornac Necromancer level 23
49th Haze 122nd year of Ascendancy at 11:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Lonsa the Cornac Necromancer level 10
16th Dusk 122nd year of Ascendancy at 03:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lonsa the Cornac Necromancer level 24
63rd Haze 122nd year of Ascendancy at 01:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lonsa the Cornac Necromancer level 16
25th Haze 122nd year of Ascendancy at 18:51 see stats
Log
Lonsa hits Mayarelramina the slimy ooze for 163 cold, 135 darkness (299 total damage).
Lonsa is confused and fails to use Grim Shadow.
Mayarelramina the slimy ooze hits Lonsa for 115 physical damage.
Melee retaliation hits Mayarelramina the slimy ooze for 4 blight, 3 nature, 3 cold (9 total damage).
Ghoul speeds up.
Lonsa seems more focused.
Lonsa activates Aura of Undeath.
Your summoned ghoul disappears.
The unstable sand tunnel collapses!
Mayarelramina the slimy ooze aims less carefully.
Mayarelramina the slimy ooze uses Slime Spit.
Lonsa slows down.
Mayarelramina the slimy ooze's Slime Spit hits Lonsa for 99 nature damage.
Lonsa activates Utterly Destroyed.
Shadow casts Phase Door.
The unstable sand tunnel collapses!
Mayarelramina the slimy ooze hits Lonsa for 166 physical damage.
Melee retaliation hits Mayarelramina the slimy ooze for 4 blight, 3 nature, 3 cold (9 total damage).
The unstable sand tunnel collapses!
Sandworm burrower seems more focused.
Lonsa activates Grim Shadow.
Lonsa activates Eternal Night.
Mayarelramina the slimy ooze hits Lonsa for 153 physical damage.
Melee retaliation hits Mayarelramina the slimy ooze for 4 blight, 3 nature, 3 cold (9 total damage).
Lonsa speeds up.
Lonsa the level 27 lich necromancer failed to complete the lich ressurection ritual on level 2 of Sandworm lair.










































































































