










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 33 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Emelobrewe the vampire at level 33 on the 66th Haze 123rd year of Ascendancy at 20:03 / 1 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 20 (base 12) |
| Constitution | 23 (base 18) |
| Magic | 87 (base 60) |
| Willpower | 31 (base 12) |
| Cunning | 90 (base 60) |
Resources
| Mana | 337/397 |
| Negative | 112/146 |
| Vim | 208/228 |
| Life | -277/605 |
| Paradox | 300 |
| Stamina | 290/290 |
| Soul | 11/13 |
| Healing Factor | 1.109902221182 |
| Regeneration | 4.6060942179054 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 8 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 26 |
| Crit Chance | 27% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +53% |
| Acid | +15% |
| Arcane | +30% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +12% |
| Blight | +12% |
| Darkness | +39% |
| Acid | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 57 (94.574340358689%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 44 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Nature | + 13%( 70%) |
| Lightning | + 6%( 70%) |
| Darkness | + 32%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 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 615 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 146 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 Cunning stat. |
Class Talents
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 615/615 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Polonor the forest wight. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Aerumira the orc cryomancer. Escort: lost sun paladin (level 4 of Dreadfell) | 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 237. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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! | 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 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. |
| Light source | Unlightradiance1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +5% lightning +7% all Apr +5 ----- def ----- Resists +3% lightning Mind.save +8 (+3 eff.) Max.HP +43.00 ---------- misc Light +5 See.Stealth +8 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +1.90 A pointy cloth hat, very wizardly... |
| Tool | Droleg [power 150] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +5% acid Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 39% ----- def ----- Resists +6% acid Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 36. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Zubetta the Demonquill0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex +13 Cun +5 Con dps ---------- Res.pen +10% darkness ----- def ----- Defense +10 (+4 eff.) ---------- misc Light +2 Rings make your fingers look great! |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | Vorurakira (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +29.00% Spell.pwr +15 (+3 eff.) S.pwr/crit +6 Melee+ 15 fire Dmg.mod +15% acid +3% arcane Res.pen +5% blight Phasing +10% ----- def ----- Defense +12 (+4 eff.) Shield.pwr +7% ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 7 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +6% arcane HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +17.00 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. |
| Main armor | Emossra the Umbragrinder (9 def, 6 armour)9.0 T3 light armor [Rare] Arcane/Nature/Master While equipped: Stats +4 Str +6 Dex +6 Mag +6 Wil +6 Cun dps ---------- Dmg.mod +24% arcane +12% darkness Res.pen +15% darkness Melee Ret 4 darkness 4 arcane ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% darkness Max.HP +38.00 A suit of armour made of leather. |
| Cloak | Eclipsefiend the cashmere cloak (12 def, 9 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +25 (+8 eff.) Dmg.mod +13% darkness Res.pen +7% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +9 Defense +12 (+4 eff.) Resists +18% darkness Phys.save +31 (+12 eff.) Spell.save +32 (+11 eff.) Mind.save +31 (+10 eff.) Stealth +11 ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 511.00 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1459% over 10 turns; mana 73; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1459% for 10 turns (36 total) and instantly restoring 73 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. 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 126; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 126 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 30; blocks 4; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 10; blocks 6; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 10 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 30; cd 11)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
starseer's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Melee+ 5 light 6 darkness Dmg.mod +5% temporal +5% physical +9% darkness +10% light On Melee Ret: * 5% chance to reduce damage dealt by 24% * 6% chance to blind Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
steel amulet 'Xanawyn'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +15% lightning +12% temporal +3% darkness +1% physical HP.reg +1.00 Pinning- +24% Stun/Frz- +28% Knockbk- +29% ---------- misc Stam/turn +0.40 Mana/s.crit +2.00 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 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? |
steel ring 'Silydassra'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +13% nature Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +3% blight +26% nature +3% darkness HP.reg +4.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Toroneg'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +9 Wil +7 Con dps ---------- Mind.crit +2% Phys.pwr +10 (+5 eff.) Dmg.mod +6% mind ---------- misc Hate/m.crit +5.00 Max.psi +20.00 Rings make your fingers look great! |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Scaldreek (15-18 power, 3 apr, light element)5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +11 (+2 eff.) Dmg.mod +15% light +3% fire Res.pen +5% fire ----- def ----- Resists +3% nature +3% fire HP.reg +0.60 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Noonwolf the yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +16.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% light Acc +30 (+15 eff.) ----- def ----- Armour +8 Resists +15% acid ---------- misc Stam/turn +3.00 Max.P.En +20.00 Max.N.En +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blastpower (42-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Power 41.5 - 62.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 acid +16 mind While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Res.pen +20% lightning Acc +20 (+10 eff.) Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +9% mind Massive two-handed mauls. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe 'Harymalelin' (10 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% mind +16% cold ----- def ----- Defense +10 (+4 eff.) Resists +6% acid +13% darkness +6% fire +24% cold +21% mind +9% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +22 (+7 eff.) Teleport- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Icezeal the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +3% cold ----- def ----- Defense +9 (+3 eff.) Stealth +5 ---------- misc Psi/ret +0.04 Max.psi +10.00 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Forestriver1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +9 (+4 eff.) Spell.pwr +5 (+1 eff.) Dmg.mod +6% nature Apr +2 On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +9% nature Spell.save +7 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Gloruriamina the Undeathsage (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% nature Res.pen +5% nature Acc +10 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blindwolf' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +9% cold Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
umbral hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 8 arcane 10 darkness Dmg.mod +5% arcane +5% darkness ----- def ----- Armour +2 Resists +6% arcane +7% darkness 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. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +7% HP.reg +2.30 A pointy cloth hat, very wizardly... |
Betharavena (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +4 (+1 eff.) Res.pen +5% mind Melee Ret 6 mind ----- def ----- Armour +1 Fatigue +1% Resists +1% physical Phys.save +9 (+4 eff.) A cap made of leather. |
Galadan the Strikestoker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +5 Cun +2 Con dps ---------- Res.pen +15% lightning ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
419 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Drihek the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Apr +2 ----- def ----- Resists +9% cold +1% physical Phys.save +3 (+1 eff.) Max.HP +83.00 Confus- +10% ---------- misc Light +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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern 'Icejeer'2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind +6% cold Res.pen +5% mind Melee Ret 10 mind ---------- misc Light +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. |
brass lantern 'Pitchslice'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness +5% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +3% mind ---------- misc Light +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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By LOSING STEALTH MAGE the Cornac Adventurer level 32
36th Haze 123rd year of Ascendancy at 00:08 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By LOSING STEALTH MAGE the Cornac Adventurer level 33
66th Haze 123rd year of Ascendancy at 15:01 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By LOSING STEALTH MAGE the Cornac Adventurer level 31
19th Haze 123rd year of Ascendancy at 12:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By LOSING STEALTH MAGE the Cornac Adventurer level 24
77th Haze 122nd year of Ascendancy at 13:16 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By LOSING STEALTH MAGE the Cornac Adventurer level 32
20th Haze 123rd year of Ascendancy at 05:19 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 LOSING STEALTH MAGE the Cornac Adventurer level 28
63rd Regrowth 123rd year of Ascendancy at 03:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By LOSING STEALTH MAGE the Cornac Adventurer level 10
9th Mirth 122nd year of Ascendancy at 11:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By LOSING STEALTH MAGE the Cornac Adventurer level 20
50th Haze 122nd year of Ascendancy at 20:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By LOSING STEALTH MAGE the Cornac Adventurer level 30
59th Pyre 123rd year of Ascendancy at 17:10 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By LOSING STEALTH MAGE the Cornac Adventurer level 30
60th Pyre 123rd year of Ascendancy at 10:22 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By LOSING STEALTH MAGE the Cornac Adventurer level 33
65th Haze 123rd year of Ascendancy at 04:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By LOSING STEALTH MAGE the Cornac Adventurer level 16
76th Dusk 122nd year of Ascendancy at 07:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By LOSING STEALTH MAGE the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 18:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By LOSING STEALTH MAGE the Cornac Adventurer level 10
5th Flare 122nd year of Ascendancy at 15:50 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By LOSING STEALTH MAGE the Cornac Adventurer level 30
79th Dusk 123rd year of Ascendancy at 04:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By LOSING STEALTH MAGE the Cornac Adventurer level 11
15th Dusk 122nd year of Ascendancy at 13:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By LOSING STEALTH MAGE the Cornac Adventurer level 23
64th Haze 122nd year of Ascendancy at 16:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By LOSING STEALTH MAGE the Cornac Adventurer level 17
19th Haze 122nd year of Ascendancy at 14:05 see stats
Log
Ran for 2 turns (stop reason: taken damage).
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE's spell attains critical power!
Bane of Blindness from Emelobrewe the vampire hits LOSING STEALTH MAGE for 59 darkness damage.
LOSING STEALTH MAGE casts Invoke Darkness.
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE deactivates Stealth.
LOSING STEALTH MAGE hits Something for 683 darkness damage.
LOSING STEALTH MAGE hits Something for 753 darkness damage.
LOSING STEALTH MAGE hits Something for 763 darkness damage.
LOSING STEALTH MAGE hits Something for 753 darkness damage.
Bane of Blindness from Emelobrewe the vampire hits LOSING STEALTH MAGE for 55 darkness damage.
Resting starts...
Something performs a melee critical strike against LOSING STEALTH MAGE!
LOSING STEALTH MAGE's fades into the shadows.
Rested for 1 turns (stop reason: taken damage).
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE resists the disease!
Something hits LOSING STEALTH MAGE for 197 physical, 110 fire, 56 arcane (363 total damage).
LOSING STEALTH MAGE's spell attains critical power!
LOSING STEALTH MAGE's spell attains critical power!
Something hits LOSING STEALTH MAGE for 159 arcane, 110 fire, 137 arcane (405 total damage).
LOSING STEALTH MAGE the level 33 cornac adventurer was dweomered to death by Emelobrewe the vampire on level 4 of Dreadfell.
A shield forms around LOSING STEALTH MAGE.



















































































































