












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 25 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 25 on the 34th Steel 123rd year of Ascendancy at 15:27 / 1 |
Primary Stats
| Strength | 54.046461982602 (base 55) |
| Dexterity | 16 (base 10) |
| Constitution | 50 (base 26) |
| Magic | 16 (base 10) |
| Willpower | 75.340449927278 (base 36) |
| Cunning | 35.340449927278 (base 10) |
Resources
| Life | -29/822 |
| Hate | 100/100 |
| Healing Factor | 1.2692272727272 |
| Regeneration | 2.8557613636363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +63.953488372093% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
| Darkness | +5% |
| Light | +19% |
| Physical | +10% |
| Mind | +16% |
| Lightning | +25% |
| Fire | +41% |
| Nature | +10% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +10% |
| Cold | +25% |
| Arcane | +25% |
| Mind | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 24 (60%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 4 |
| Physical Save | 47 |
| Spell Save | 42 |
| Mental Save | 45 |
Defense: Resistances
| Fire | + 32%( 70%) |
| Nature | + 36%( 70%) |
| Mind | + 9%( 70%) |
| Physical | + 6%( 74%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies. 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 9%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 60 mind and 54 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 9%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 35.95 blight damage per turn. Weakness Disease |
| detrimental effect | Reduces global action speed by 56%. Slow |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+42% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 41% if the increase would be enough to kill your opponent. |
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. | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit has completed an elixir of explosive force 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 giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Xerunn (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Armour +1 Resists +6% nature +6% cold Phys.save +11 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+4 eff.) Curse of Misfortune A pair of boots made of leather. |
| Light source | bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% 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. |
| On head | Steel Helm of Garkul (Nightmares) (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | savior's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | Swampseam (Misfortune)1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Dmg.mod +12% light Res.pen +10% light +25% mind On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Resists +9% mind Stealth +10 ---------- misc T.Disarm +8 Infravis +5 Curse of Misfortune A belt that goes around your waist. |
| In main hand | Tomnir the dwarven-steel greatmaul (Corpses) (53.5-80.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 53.5 - 80.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 light Against +9% Undead On Hit.r1 +17 fire +8 physical While equipped: dps ---------- Phys.crit +2.0% Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +1% physical ---------- misc Stam/turn +3.00 Curse of Corpses Massive two-handed mauls. |
| On hands | Flamewrought (Misfortune) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Flamespit: Level 3.0 Pwr.cost 8 out of 17/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 112.34 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | Spider-Silk Robe of Spydrรซ (Nightmares) (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Curse of Nightmares 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. |
| Cloak | enveloping linen cloak of the Shaloren (Misfortune) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +2 Mag ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 8 light 5 darkness Dmg.mod +7% light +5% darkness On Melee Ret: * 7% chance to blind * 8% chance to reduce damage dealt by 31% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
Inventory
heroism infusion (die at -360; dur 5; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -360 life. The duration and life will increase by 1% for every 1% life you have lost (currently 360 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet of mastery (0.10 Cursed / Strife)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cursed/Strife Amulets can have magical properties. |
insulating steel amulet of perfection (0.16 Cursed / Gloom,0.16 Cunning / Survival)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +13% cold +12% fire ---------- misc Masteries +0.16 Cursed/Gloom +0.16 Cunning/Survival Amulets can have magical properties. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets can have magical properties. |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
restful gold amulet of mastery (0.21 Technique / Combat training)0.1 T3 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Masteries +0.21 Technique/Combat training Amulets can have magical properties. |
stabilizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% temporal Pinning- +23% Knockbk- +24% Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet of mastery (0.15 Cursed / Gloom)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.15 Cursed/Gloom Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 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. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
mule's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -5% Resists +24% light ---------- misc Max.enc +22 Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
savior's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Phys.save +6 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
solipsist's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 14 light Ranged+ 10 light Dmg.mod +11% light Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Nightmares Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Dairazor (Madness) (52-78 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 52.0 - 78.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Phys.crit +2.0% Acc +12 (+6 eff.) ----- def ----- Armour +6 Defense +9 (+4 eff.) Crit.dmg- 15.00% Disarm- +46% Curse of Madness Massive two-handed mauls. |
acidic iron greatsword (Nightmares) (19-30.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 19.0 - 30.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Nightmares Massive two-handed swords. |
Kor's Fall (Shrouds) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+5 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Shrouds Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 77.47 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Skullcleaver (Shrouds) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
plaguebringer's dwarven-steel waraxe (Nightmares) (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 3 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 10 While equipped: ----- def ----- Disease- +18% Curse of Nightmares One-handed war axes. |
Koradrandil (Corpses)1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +5 Dex ----- def ----- Resists +6% cold +6% fire Crit.dmg- 10.00% ---------- misc Infravis +1 Curse of Corpses A belt that goes around your waist. |
grounding rough leather belt of transcendence (Nightmares)1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
insulating rough leather belt of the mystic (Nightmares)1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Resists +5% cold +5% fire Mind.save +5 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
enveloping linen cloak (Nightmares) (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oozemark (Madness) (0 def, 9 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Armour +9 Fatigue +3% Resists +10% acid +7% lightning +6% cold +3% nature +7% fire ---------- misc Max.hate +6.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (Madness) (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of evasion (Shrouds) (2 def, 3 armour)3.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Fatigue +2% Curse of Shrouds Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (Misfortune) (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (Madness) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets of strength (+4) (Nightmares) (0 def, 2 armour)1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature Dmg.mod +3% nature Acc +10 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Misfortune) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Misfortune Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 65.31 to 195.93 lightning damage (130.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather cap of dexterity (+2) (Madness) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Curse of Madness A cap made of leather. |
rejuvenating drakeskin leather armour (Madness) (20 def, 8 armour)9.0 T5 light armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+9 eff.) Fatigue +8% HP.reg +2.00 ---------- misc Stam/turn +1.30 Curse of Madness A suit of armour made of leather. |
Flashguile the iron plate armour (Madness) (0 def, 7 armour)17.0 T1 massive armor [Rare] Disrupt While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% light ----- def ----- Armour +7 Fatigue +22% Resists +10% blight +16% nature +6% lightning HP.reg +2.00 Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Shrouds) (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 40% Wil, 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
Glaba (Nightmares) (0 def, 7 armour, 16.5-19.8 power, 66 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 16.5 - 19.8 Physical Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +66 On Hit: * 23% chance to reduce armor by 19% While equipped: Stats +1 Dex +3 Wil +1 Cun +2 Con dps ---------- Melee+ 12 acid Melee Ret 8 acid ----- def ----- Armour +7 Fatigue +8% ---------- misc Infravis +1 Talents +1 Block Curse of Nightmares Handheld deflection devices. |
exposing dwarven-steel shield of reflection (Madness) (0 def, 6 armour, 29.5-35.4 power, 81.5 block)7.0 T3 shield armor [Ego] Arcane/Psionic When used to Attack: Power 29.5 - 35.4 Physical Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 While equipped: dps ---------- On Hit (Melee): * 6% chance to reduce all saves and defense by 38 On Melee Ret: * 10% chance to reduce all saves and defense by 38 ----- def ----- Armour +6 Fatigue +8% Resists +13% light +11% darkness ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
iron shield (Madness) (0 def, 2 armour, 10.5-12.6 power, 20 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.5 - 12.6 Physical Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
shocking dwarven-steel shield of cold resistance (+17%) (Corpses) (0 def, 6 armour, 29.5-35.4 power, 82 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 40% Wil, 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 While equipped: dps ---------- Melee+ 12 lightning Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
4 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. |
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. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
8 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Flowersmasher (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% light +5% darkness +12% cold +5% arcane +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
15 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. |
Relgirenik the Cobracrack2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con +1 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% nature +3% darkness Max.HP +40.00 ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
yew totem of thorny skin 'Nerudalaith' [power 44] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Dex +3 Mag +2 Wil ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Equi/ret +0.12 See.Invis +6 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Ravenwell [power 174] (24 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 19% Create a shield absorbing up to 174 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
12 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. |
10 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Dwurf IV the Dwarf Cursed level 11
11st Profit 122nd year of Ascendancy at 07:02 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Dwurf IV the Dwarf Cursed level 18
21st Wealth 122nd year of Ascendancy at 20:00 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dwurf IV the Dwarf Cursed level 25
19th Steel 123rd year of Ascendancy at 21:20 see stats
Level 10 (Roguelike)
Got a character to level 10.By Dwurf IV the Dwarf Cursed level 10
4th Profit 122nd year of Ascendancy at 02:49 see stats
Level 20 (Roguelike)
Got a character to level 20.By Dwurf IV the Dwarf Cursed level 20
9th Shortage 122nd year of Ascendancy at 15:48 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Dwurf IV the Dwarf Cursed level 18
21st Wealth 122nd year of Ascendancy at 22:49 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Dwurf IV the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 05:26 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Dwurf IV the Dwarf Cursed level 25
19th Steel 123rd year of Ascendancy at 18:24 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Dwurf IV the Dwarf Cursed level 11
17th Profit 122nd year of Ascendancy at 07:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Dwurf IV the Dwarf Cursed level 15
37th Profit 122nd year of Ascendancy at 11:45 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Dwurf IV the Dwarf Cursed level 19
7th Loss 122nd year of Ascendancy at 15:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Dwurf IV the Dwarf Cursed level 18
43rd Dearth 122nd year of Ascendancy at 00:18 see stats
Log
Weakness Disease from Elven cultist hits Dwurf IV for 30 blight damage.
Elven cultist casts Dark Portal.
Terror is afflicted by a weakness disease!
Elven guard is afflicted by a weakness disease!
Dwurf IV harrows elven cultist!
Curse of Nightmares hits Elven cultist for 16 fire, 15 cold, 16 lightning, 16 arcane, 16 fire, 15 cold, 16 lightning, 16 arcane (127 total damage).
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Dwurf IV harrows elven cultist!
Mindrot hits Elven blood mage for 4 fire, 3 cold, 3 lightning, 3 arcane, 4 fire, 3 cold, 3 lightning, 3 arcane (28 total damage).
Mindrot hits Elven guard for (2 blocked), 0 fire, (1 blocked), 0 cold, (2 blocked), 0 lightning, (2 blocked), 0 arcane, (4 blocked), 0 fire, (3 blocked), 0 cold, (3 blocked), 0 lightning, (3 blocked), 0 arcane (0 total damage).
Dwurf IV hits Elven guard for (42 blocked), 0 fire, (30 blocked), 0 cold, (37 blocked), 0 lightning, (39 blocked), 0 arcane, (4 blocked), 0 fire, (3 blocked), 0 cold, (4 blocked), 0 lightning, (4 blocked), 0 arcane, (2 blocked), 0 fire, (1 blocked), 0 cold, (1 blocked), 0 lightning, (2 blocked), 0 arcane, (3 blocked), 0 fire, (2 blocked), 0 cold, (2 blocked), 0 lightning, (2 blocked), 0 arcane, (3 blocked), 0 fire, (2 blocked), 0 cold, (2 blocked), 0 lightning, (2 blocked), 0 arcane, (6 blocked), 0 fire, (4 blocked), 0 cold, (5 blocked), 0 lightning, (5 blocked), 0 arcane (0 total damage).
Curse of Nightmares hits Elven cultist for 60 mind, 45 darkness (106 total damage).
Terror misses Elven blood mage.
Terror misses Elven guard.
Weakness Disease from Elven cultist hits Terror for 43 blight damage.
Melee retaliation hits Terror for 7 lightning damage.
Terror hits Something for 43 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Elven guard is poisoned!
Elven guard loses sight!
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Melee retaliation hits Elven guard for 1 fire, 1 cold, 1 lightning, 1 arcane, 7 fire, 5 cold, 6 lightning, 6 arcane (28 total damage).
Elven guard hits Dwurf IV for 87 physical, 9 darkness (96 total damage).
Elven blood mage uses his torque!
Your hatred grows even as your life fades! (+12 hate)
Saving game...







































































































