










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Berserker | 
| Level / Exp | 40 / 29% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 78 (base 60) | 
| Dexterity | 44 (base 27) | 
| Constitution | 72 (base 37) | 
| Magic | 10 (base 10) | 
| Willpower | 57 (base 48) | 
| Cunning | 25 (base 10) | 
Resources
| Life | 1486/1486 | 
| Psi | 147/147 | 
| Stamina | 264/264 | 
| Equilibrium | 30 | 
| Healing Factor | 1.3842975206611 | 
| Regeneration | 36.230401578521 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +10% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 5 | 
| See Stealth | 24.108545491274 | 
| See Invisible | 24.108545491274 | 
Offense: Mainhand
| Damage | 169 | 
| Accuracy | 70 | 
| Crit Chance | 48% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 37 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +21% | 
| Physical | +22% | 
| Cold | +23% | 
| All | +6% | 
| Lightning | +20% | 
| Light | +12% | 
| Mind | +18% | 
| Darkness | +12% | 
| Nature | +12% | 
Offense: Damage Penetration
| Physical | +25% | 
| Lightning | +5% | 
| Mind | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 59.08934837382 (86.030927835052%) | 
| Defense | 48 | 
| Ranged Defense | 48 | 
| Fatigue | 20 | 
| Physical Save | 43 | 
| Spell Save | 41 | 
| Mental Save | 34 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Physical | + 31%( 70%) | 
| Cold | + 41%( 70%) | 
| All | + 15%( 70%) | 
| Darkness | + 15%( 70%) | 
| Light | + 23%( 70%) | 
| Mind | + 36%( 70%) | 
| Lightning | + 47%( 70%) | 
| Fire | + 22%( 70%) | 
| Nature | + 28%( 70%) | 
Defense: Immunities
| Stun Resistance | 91% | 
| Confusion Resistance | 80% | 
| Teleport Resistance | 20% | 
| Blind Resistance | 10% | 
| Silence Resistance | 20% | 
| Disarm Resistance | 40% | 
| Pinning Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 30% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 599 life over 5 turns. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Berserker's strength | 1.30 | 
  | 5/5 | 
  | 4/5 | 
  | 4/5 | 
  | 0/5 | 
| Technique / Bloodthirst | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
| Technique / Two-handed assault | 1.50 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 3/5 | 
| Technique / Combat veteran | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
  | 3/5 | 
  | 2/5 | 
  | 1/5 | 
  | 2/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Berserker Rage | 
| talent | Precise Strikes | 
| talent | Antimagic Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
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 | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth!  | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)).  | done | 
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)).  | done | 
You failed to protect the lost warrior from death by forest wight. Escort: lost warrior (level 6 of Dreadfell) | failed | 
You failed to protect the lost warrior from death by Eilinoyabrewe the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed | 
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Sleep (+1 level(s)).  | done | 
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)).  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | active | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
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 unlocked the training room. * You have unlocked the hall of reflections. * 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: 797.  | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward.  | done | 
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  pair of iron boots 'Woearc' (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +2% Changes stats: +5 Str / +3 Dex / +3 Cun Changes resistances: +4% physical Changes damage: +6% darkness / +6% physical It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Growthobsidian the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +1% physical Changes damage: +6% nature Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Blindness immunity: +10% Disease immunity: +20% Life regen: +2.00 Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
| On head |  Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
| Tool |  dwarven-steel torque of clear mind 'Emeloldanne' [power 3]  (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +5% physical Reduces incoming crit damage: 10.00% Silence immunity: +20% Teleport immunity: +20% Life regen: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  copper ring 'Bogsever'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 2 nature Changes resistances: +22% cold / +9% light / +15% nature Changes damage: +6% light / +11% cold Light radius: +2 Rings can have magical properties.  | 
| On fingers |  stralite ring 'Skyhue'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 6 blight Changes resistances: +28% lightning Changes resistances penetration: +5% lightning Changes damage: +14% lightning / +15% blight / +6% all Stun/Freeze immunity: +31% Life regen: +5.00 Spellpower: +12 (+6 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties.  | 
| Around waist |  noble's rough leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +19% Summoned Reduced damage from: +15% Summoned Mental save: +6 (+3 eff.) Maximum life: +43.00 A belt that goes around your waist.  | 
| In main hand |  Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well.  | 
| On hands |  Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
| Main armor |  dwarven-steel plate armour 'Rotbender' (30 def, 19 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +19 Defense: +30 (+10 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Changes stats: +2 Dex Changes resistances: +10% acid / +8% physical / +9% cold / +10% lightning / +8% fire Changes resistances penetration: +25% physical Stamina each turn: +2.00 A suit of armour made of metal plates.  | 
| Cloak |  Blindfury (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +1% physical Confusion immunity: +20% Only die when reaching: -20.00 life Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  Snowguile the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 4 cold Changes stats: +7 Dex / +8 Cun / +10 Con Changes resistances: +25% mind Changes resistances penetration: +10% mind Changes damage: +10% physical / +12% mind / +6% cold Confusion immunity: +50% Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Combat speed: +10% Amulets can have magical properties.  | 
Inventory
 Ebonyimmortal the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% * 10% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +6 Str / +6 Dex / +7 Wil / +4 Con Changes resistances: +6% blight / +18% fire / +21% cold Changes damage: +6% blight Amulets can have magical properties.  | 
 wanderer's copper amulet =3 cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +3 Con Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties.  | 
 Toriroddarig the steel ring =7 cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Dex / +5 Wil / +7 Cun / +5 Con Changes resistances: +3% cold / +5% arcane / +15% nature Mindpower: +6 (+3 eff.) Rings can have magical properties.  | 
 Wheel of Fate =HP reroll=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
 copper ring 'Torchhash' =3 cun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 24 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 24 Damage (Ranged): 6 physical Changes stats: +3 Cun / +2 Wil Changes resistances: +12% fire Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties.  | 
 rogue's copper ring =2 cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings can have magical properties.  | 
 enhanced stralite battleaxe of enduring (43.5-65.25 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +7 Dex / +10 Mag / +26 Wil / +10 Cun / +21 Con Maximum life: +37.00 Massive two-handed battleaxes.  | 
 Grinaldil the Icebane (56-84 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 arcane Damage (radius 1) on hit: +12 arcane / +12 cold Damage (radius 2) on crit: +4 light When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +5% arcane / +30% cold Changes damage: +15% arcane Massive two-handed mauls.  | 
 blazebringer's voratun greatsword of enduring (63.5-101.6 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +35 fire When wielded/worn: Changes stats: +9 Con / +13 Wil Changes resistances penetration: +28% fire Maximum life: +59.00 Global speed: +8% Massive two-handed swords.  | 
 hateful voratun greatsword of shearing (65-104 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +17% Living When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +14 Changes resistances penetration: +16% all Massive two-handed swords.  | 
 stralite greatsword of evisceration (47-75.2 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +14 (+4 eff.) Massive two-handed swords.  | 
 warbringer's dwarven-steel greatsword of massacre (44-70.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +12% physical Disarm immunity: +18% Massive two-handed swords.  | 
 Erelehor the Glimmergore (8.5-9.35 power, 24 apr, nature damage) =4 cun=Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Damage (Melee): 4 lightning / 3 physical / 5 cold / 5 acid / 2 fire Damage when hit (Melee): 6 darkness / 2 light Changes stats: +4 Cun Changes resistances: +2% lightning / +4% physical / +5% acid / +2% fire / +5% cold / +2% all Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
 Layetira (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes stats: +7 Lck / +4 Dex Changes resistances: +12% lightning / +5% arcane / +15% light Stealth bonus: +6 Physical save: +12 (+4 eff.) Teleport immunity: +10% Maximum life: +40.00 A pair of boots made of leather.  | 
 Pusrage (0 def, 1 armour) =2 cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +20% mind / +10% nature Changes damage: +3% nature Physical save: +6 (+2 eff.) Stamina each turn: +3.00 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% 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. A pair of boots made of leather.  | 
 Arythra (0 def, 2 armour) =4 cun=Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +2 Fatigue: +3% Changes stats: +3 Str / +2 Wil / +4 Cun Life regen: +2.10 Stamina each turn: +0.30 Psi each turn: +0.20 Maximum hate: +8.00 Maximum psi: +20.00 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Sparkknight (10 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Armour: +7 Defense: +10 (+3 eff.) Fatigue: +1% Damage (Melee): 6 physical Changes resistances: +15% lightning Changes damage: +11% physical Only die when reaching: -40.00 life Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +6 physical Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Anabar (0 def, 6 armour) =3 cun=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +6 Fatigue: +3% Changes stats: +2 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +9% mind / +5% arcane Spell save: +9 (+3 eff.) Infravision radius: +2 A cap made of leather.  | 
 Borimabers the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +3 Fatigue: +3% Changes resistances: +6% blight / +12% darkness / +5% arcane Physical save: +16 (+5 eff.) Disease immunity: +20% Maximum life: +100.00 A cap made of leather.  | 
 dwarven-steel helm 'Daimusin' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +23 (+6 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +7 Str / +5 Dex / +3 Con Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 iron helm 'Yvoda' (0 def, 3 armour) =water breathing=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% lightning / +6% temporal / +7% cold / +3% mind / +6% nature Allows you to breathe in: water Spell save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 25.93 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
 rough leather armour 'Galedan' (3 def, 2 armour) =5 cun=Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +5% mind Mental save: +20 (+9 eff.) Hate when firing a critical mind attack: +5.00 A suit of armour made of leather.  | 
 392 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tooth of the Mouth (dig speed 12 turns) =Dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Forbidden Tome: "The Illusory Castle" =Frozen Tome=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 Wintertide Phial =arcane=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts.  | 
 Imp Claw =arcane=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 89.83 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame.  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 dwarven-steel torque of clear mind [power 2]  (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers.  | 
 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Nyreharasta the ash wand of clairvoyance [power 10]  (14 cooldown) =6 cun=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +6 Cun See invisible: +9 It can be used to reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 14 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
Achievements
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Dave The Barbarian the Cornac Berserker level 38
67th Pyre 123rd year of Ascendancy at 23:05 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Dave The Barbarian the Cornac Berserker level 37
66th Pyre 123rd year of Ascendancy at 09:08 see stats
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By Dave The Barbarian the Cornac Berserker level 26
79th Haze 122nd year of Ascendancy at 16:03 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Dave The Barbarian the Cornac Berserker level 18
79th Dusk 122nd year of Ascendancy at 15:32 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Dave The Barbarian the Cornac Berserker level 32
73rd Regrowth 123rd year of Ascendancy at 00:27 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Dave The Barbarian the Cornac Berserker level 22
39th Haze 122nd year of Ascendancy at 16:23 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Dave The Barbarian the Cornac Berserker level 30
13rd Regrowth 123rd year of Ascendancy at 01:18 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 Dave The Barbarian the Cornac Berserker level 26
5th Decay 122nd year of Ascendancy at 03:14 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Dave The Barbarian the Cornac Berserker level 10
2nd Flare 122nd year of Ascendancy at 03:12 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Dave The Barbarian the Cornac Berserker level 20
16th Haze 122nd year of Ascendancy at 07:46 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By Dave The Barbarian the Cornac Berserker level 30
3rd Regrowth 123rd year of Ascendancy at 01:17 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By Dave The Barbarian the Cornac Berserker level 40
4th Mirth 123rd year of Ascendancy at 19:00 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Dave The Barbarian the Cornac Berserker level 30
4th Regrowth 123rd year of Ascendancy at 16:36 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Dave The Barbarian the Cornac Berserker level 29
9th Allure 123rd year of Ascendancy at 23:56 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Dave The Barbarian the Cornac Berserker level 20
34th Haze 122nd year of Ascendancy at 04:12 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By Dave The Barbarian the Cornac Berserker level 23
41st Haze 122nd year of Ascendancy at 09:52 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Dave The Barbarian the Cornac Berserker level 7
2nd Mirth 122nd year of Ascendancy at 03:05 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dave The Barbarian the Cornac Berserker level 30
49th Regrowth 123rd year of Ascendancy at 01:46 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Dave The Barbarian the Cornac Berserker level 22
36th Haze 122nd year of Ascendancy at 22:39 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Dave The Barbarian the Cornac Berserker level 16
7th Dusk 122nd year of Ascendancy at 03:56 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Dave The Barbarian the Cornac Berserker level 37
65th Pyre 123rd year of Ascendancy at 21:50 see stats
Log
You gain 5.85 gold from the transmogrification of balanced stralite waraxe of erosion (33.5-46.9 power, 5 apr).
You gain 4.80 gold from the transmogrification of thought-forged deep-steel trident of amnesia (27.5-44 power, 10 apr).
You gain 10.25 gold from the transmogrification of enhanced deep-steel trident of amnesia (30.5-48.8 power, 10 apr).
You gain 4.80 gold from the transmogrification of arcing deep-steel trident of shearing (29-46.4 power, 10 apr).
You gain 7.61 gold from the transmogrification of shimmering dragonbone starstaff of protection (30-36 power, 6 apr, physical element).
You gain 11.73 gold from the transmogrification of caustic drakeskin leather sling of enduring.
You gain 4.95 gold from the transmogrification of horrifying thorny mindstar of sand (9-9.9 power, 24 apr, nature damage).
You gain 7.27 gold from the transmogrification of hateful thorny mindstar of disruption (9-9.9 power, 24 apr, mind damage).
You gain 25.00 gold from the transmogrification of dwarven-steel mace 'Hettidar' (38.5-53.9 power, 4 apr).
You gain 25.00 gold from the transmogrification of Turumanik (28-39.2 power, 4 apr).
You gain 25.00 gold from the transmogrification of Bogcrypt (21-29.4 power, 4 apr).
You gain 6.85 gold from the transmogrification of thought-forged stralite greatsword of erosion (47.5-76 power, 3 apr).
You gain 7.05 gold from the transmogrification of Ragahor the Galewreck (35-56 power, 2 apr).
You gain 22.14 gold from the transmogrification of Emytta the Noonraze (57-85.5 power, 2 apr).
You gain 20.66 gold from the transmogrification of Ivyrewe the Wretchrune (38.5-50.05 power, 9 apr).
You gain 14.86 gold from the transmogrification of Ulisayon the stralite ring.
You gain 1.48 gold from the transmogrification of shielding rune (absorb 163; dur 6; cd 15).
You gain 1.27 gold from the transmogrification of shielding rune (absorb 91; dur 5; cd 14).
You gain 1.90 gold from the transmogrification of ethereal rune (power 18; resist 24%; move 34%; dur 5; cd 16).
You gain 1.40 gold from the transmogrification of biting gale rune (damage 98; dur 4; cd 22).
You gain 1.50 gold from the transmogrification of wild infusion of the psychic (res 30%; mental; dur 2; cd 14).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 24%; physical; dur 3; cd 10).
You gain 1.43 gold from the transmogrification of regeneration infusion (heal 312; 14 cd).
You gain 1.22 gold from the transmogrification of regeneration infusion (heal 241; 16 cd).
You gain 1.53 gold from the transmogrification of movement infusion (speed 671%; cd 10).
There is a previous level here (press '' or right click to use).
Dave The Barbarian deactivates Berserker Rage.
Dave The Barbarian deactivates Daunting Presence.
Dave The Barbarian deactivates Antimagic Shield.
Dave The Barbarian deactivates Precise Strikes.






































































































