Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 30 / 52% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 30 on the 6th Decay 122nd year of Ascendancy at 09:30 / 1 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 10 (base 10) |
Constitution | 26 (base 22) |
Magic | 16 (base 10) |
Willpower | 65 (base 50) |
Cunning | 14 (base 10) |
Resources
Life | -534/866 |
Mana | 449/549 |
Hate | 88/102 |
Healing Factor | 1.0277092047551 |
Regeneration | 6.4231825297194 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
See Stealth | 26 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 125 |
Accuracy | 29 |
Crit Chance | 13% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Acid | +18% |
Light | +18% |
Nature | +3% |
Blight | +10% |
Physical | +12% |
Fire | +45% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Acid | +10% |
Fire | +30% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 60.08934837382 (100%) |
Defense | 28 |
Ranged Defense | 33 |
Fatigue | 56 |
Physical Save | 41 |
Spell Save | 24 |
Mental Save | 43 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 35%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Light | + 20%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 29%( 70%) |
Mind | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 95% |
Confusion Resistance | 94% |
Fear Resistance | 45% |
Poison Resistance | 40% |
Blind Resistance | 20% |
Silence Resistance | 44% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Disarm Resistance | 43% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 262 damage for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -142 life. The duration and life will increase by 1% for every 1% life you have lost (currently 372 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Cursed / Predator | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+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 Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 10. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 hummerhorn wing. * You've found the needed red crystal shard. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * You've found the needed vial of squid ink. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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! You 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 | Hettorak the Lavarazor (Madness) (0 def, 6 armour) Hettorak the Lavarazor (Madness) (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +3% fire Changes damage: +6% acid / +21% fire Silence immunity: +44% Confusion immunity: +49% Stun/Freeze immunity: +50% Infravision radius: +1 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. |
Light source | Anostir the alchemist's lamp Anostir the alchemist's lampPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +2 Mag / +1 Wil Changes resistances: +6% fire Changes resistances penetration: +10% arcane Mental save: +16 (+5 eff.) Light radius: +4 See stealth: +26 See invisible: +14 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Betytira the rough leather cap (Shrouds) (0 def, 1 armour) Betytira the rough leather cap (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 physical Changes stats: +3 Str Changes resistances penetration: +10% mind Maximum hate: +2.00 Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 296.4 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | Blazenight the drakeskin leather gloves (Shrouds) (0 def, 3 armour) Blazenight the drakeskin leather gloves (Shrouds) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 blight Changes stats: +7 Str Changes resistances: +9% blight / +9% light / +12% mind Changes resistances penetration: +15% mind Changes damage: +10% blight Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eilinobrevena the Windsorrow [power 10] (20/15 cooldown) Eilinobrevena the Windsorrow [power 10] (20/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +15% acid Changes damage: +3% nature Mental save: +6 (+2 eff.) Cut immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 55. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring 'Nightquench' (Misfortune) copper ring 'Nightquench' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 2 darkness Changes stats: +1 Con Changes damage: +12% acid Critical mult.: +5.00% Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Curse of Misfortune Rings make your fingers look great! |
On fingers | copper ring of tenacity (Shrouds) copper ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +23.00 Curse of Shrouds Rings make your fingers look great! |
Around neck | stralite amulet 'Kindleblack' stralite amulet 'Kindleblack'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +21% acid / +9% fire Changes resistances penetration: +10% acid / +20% fire Changes damage: +24% fire Physical save: +11 (+4 eff.) Life regen: +6.00 Maximum life: +66.00 Amulets make your neck look great! |
In main hand | Twilight's Edge (Madness) (158% power, 7 apr) Twilight's Edge (Madness) (158% power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Madness The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Around waist | Bikan the hardened leather belt (Shrouds) Bikan the hardened leather belt (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% lightning / +6% blight / +5% light / +5% darkness Physical save: +12 (+4 eff.) Only die when reaching: -60.00 life Curse of Shrouds A belt that goes around your waist. |
In off hand | Titanic (Corpses) (20 def, 18 armour, 159% power, 320 block) Titanic (Corpses) (20 def, 18 armour, 159% power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block Curse of Corpses This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | Arulaith the linen cloak (Nightmares) (1 def, 0 armour) Arulaith the linen cloak (Nightmares) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% acid / +6% fire / +15% blight Physical save: +7 (+3 eff.) Mental save: +21 (+7 eff.) Poison immunity: +20% Only die when reaching: -50.00 life 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. |
Main armor | Blackprophet (Misfortune) (15 def, 21 armour) Blackprophet (Misfortune) (15 def, 21 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +21 Defense: +15 (+7 eff.) Fatigue: +22% Damage when hit (Melee): 6 darkness Changes resistances penetration: +10% fire Blindness immunity: +20% Poison immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. Moon (Misfortune) (100% power, 0 apr)Moon (Misfortune) (100% power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 40% Wil, 20% Dex, 20% Str Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
This item will automatically be transmogrified when you leave the level. flaming stralite dagger of torment (Madness) (138% power, 9 apr)flaming stralite dagger of torment (Madness) (138% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 138% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +9 fire Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite greatsword of crippling (Madness) (162% power, 3 apr)warbringer's stralite greatsword of crippling (Madness) (162% 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. Power: 162% Range: 1.6x Uses stats: 40% Wil, 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +25% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. enhanced yew longbow of true flight (Shrouds)enhanced yew longbow of true flight (Shrouds) Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +11.0% Changes stats: +11 Str / +9 Dex / +12 Mag / +8 Wil / +5 Cun / +9 Con Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel longsword (Madness) (130% power, 4 apr)inquisitor's dwarven-steel longsword (Madness) (130% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. ethereal elven-wood vilestaff of might (Misfortune) (129% power, 5 apr, blight element)ethereal elven-wood vilestaff of might (Misfortune) (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +16 (+8 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +16 (+8 eff.) Spell crit. chance: +12% Damage Shield penetration: +14% Damage Shield Power: +9% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic dwarven-steel waraxe (Misfortune) (125% power, 4 apr)caustic dwarven-steel waraxe (Misfortune) (125% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 125% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +19 acid / +21 nature When wielded/worn: Armour penetration: +8 Changes resistances penetration: +9% acid / +10% nature Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. caustic stralite waraxe of shearing (Misfortune) (138% power, 5 apr)caustic stralite waraxe of shearing (Misfortune) (138% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +14 acid / +30 nature When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +11% acid / +9% nature / +10% all Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. elemental stralite waraxe of shearing (Misfortune) (137% power, 5 apr)elemental stralite waraxe of shearing (Misfortune) (137% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 38 acid damage (1/turn) When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +8 Changes resistances penetration: +21% acid / +9% all Changes damage: +10% acid Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick stralite waraxe of daylight (Corpses) (135% power, 5 apr)quick stralite waraxe of daylight (Corpses) (135% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +16% Undead When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +6 Dex Combat speed: +10% Curse of Corpses One-handed war axes. |
blurring rough leather belt of unlife (Shrouds) blurring rough leather belt of unlife (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Searminister (Misfortune) (9 def, 0 armour) Searminister (Misfortune) (9 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +6 Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Damage when hit (Melee): 4 fire Changes resistances: +12% blight / +19% fire / +19% light Changes resistances penetration: +15% physical Changes damage: +6% fire Stealth bonus: +11 Physical save: +12 (+4 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. |
This item will automatically be transmogrified when you leave the level. stormwoven silk robe of life (Shrouds) (0 def, 0 armour)stormwoven silk robe of life (Shrouds) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +8% lightning / +8% cold / +12% blight / +13% all Changes damage: +22% lightning / +12% physical / +12% cold Life regen: +2.40 Maximum life: +56.00 Healing mod.: +19% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Frost Treads (Misfortune) (1 def, 4 armour)Frost Treads (Misfortune) (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour of Eyal (Corpses) (4 def, 8 armour)fortifying stralite mail armour of Eyal (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Life regen: +5.00 Maximum life: +88.00 Healing mod.: +15% Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of spell shielding (Nightmares) (3 def, 8 armour)prismatic dwarven-steel mail armour of spell shielding (Nightmares) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% arcane / +13% light / +11% darkness Spell save: +15 (+7 eff.) Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of command (Madness) (13 def, 8 armour)cured leather armour of command (Madness) (13 def, 8 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +13 (+6 eff.) Fatigue: +7% Changes stats: +2 Cun Mental save: +13 (+4 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble reinforced leather armour of delving (Nightmares) (19 def, 7 armour)nimble reinforced leather armour of delving (Nightmares) (19 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+9 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Changes resistances: +15% darkness / +8% physical Light radius: +1 Movement speed: +20% Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. searing hardened leather armour of Eyal (Shrouds) (9 def, 6 armour)searing hardened leather armour of Eyal (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 13 acid / 12 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +15% acid / +13% fire Life regen: +3.00 Maximum life: +28.00 Healing mod.: +12% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Dairymas (16/18, 167% power, 14 apr)Dairymas (16/18, 167% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 167% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +20 temporal Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
228 alchemist agate 228 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 18 turns) iron pickaxe of the Iron Throne (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chargewither the alchemist's lamp Chargewither the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 lightning Changes resistances: +9% darkness / +3% light Changes damage: +12% mind Maximum life: +44.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby 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. |
useless but awesome rock useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 10 power out of 10/10. Awesome rock!!! |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
This item will automatically be transmogrified when you leave the level. innervating yew totem of thorny skin [power 47] (20/20 cooldown)innervating yew totem of thorny skin [power 47] (20/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
9 amethyst 9 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. |
elven-wood wand of shielding [power 332] (20/20 cooldown) elven-wood wand of shielding [power 332] (20/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 332 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Flashtooth (Madness) (162% power, 3 apr) Flashtooth (Madness) (162% power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 14 Damage (Melee): +19 blight When wielded/worn: Changes stats: +3 Dex / +9 Con Changes resistances penetration: +15% lightning Changes damage: +15% physical Curse of Madness Massive two-handed mauls. |
Achievements
By The Banished One the Cornac Cursed level 29
72nd Haze 122nd year of Ascendancy at 07:40 see stats
By The Banished One the Cornac Cursed level 20
50th Dusk 122nd year of Ascendancy at 02:24 see stats
By The Banished One the Cornac Cursed level 19
38th Dusk 122nd year of Ascendancy at 00:20 see stats
By The Banished One the Cornac Cursed level 19
25th Dusk 122nd year of Ascendancy at 04:22 see stats
By The Banished One the Cornac Cursed level 28
60th Haze 122nd year of Ascendancy at 19:22 see stats
By The Banished One the Cornac Cursed level 26
56th Haze 122nd year of Ascendancy at 06:17 see stats
By The Banished One the Cornac Cursed level 10
3rd Mirth 122nd year of Ascendancy at 19:31 see stats
By The Banished One the Cornac Cursed level 20
46th Dusk 122nd year of Ascendancy at 12:03 see stats
By The Banished One the Cornac Cursed level 30
1st Decay 122nd year of Ascendancy at 06:46 see stats
By The Banished One the Cornac Cursed level 23
14th Haze 122nd year of Ascendancy at 06:21 see stats
By The Banished One the Cornac Cursed level 24
52nd Haze 122nd year of Ascendancy at 02:32 see stats
By The Banished One the Cornac Cursed level 28
66th Haze 122nd year of Ascendancy at 08:36 see stats
By The Banished One the Cornac Cursed level 10
3rd Mirth 122nd year of Ascendancy at 19:49 see stats
By The Banished One the Cornac Cursed level 10
5th Mirth 122nd year of Ascendancy at 17:02 see stats
By The Banished One the Cornac Cursed level 23
46th Haze 122nd year of Ascendancy at 08:31 see stats
By The Banished One the Cornac Cursed level 25
55th Haze 122nd year of Ascendancy at 03:47 see stats
By The Banished One the Cornac Cursed level 16
19th Dusk 122nd year of Ascendancy at 07:22 see stats
Log
Melee retaliation hits Armoured skeleton warrior for 1 physical, 17 fire, 6 blight, 3 darkness, 1 physical, 17 fire, 6 blight, 3 darkness (56 total damage).
Celia is no longer weakened.
Celia is no longer dominated.
Flashtooth (Madness) (162% power, 3 apr) returns to your bags!
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior is no longer weakened.
Spikes of Decrepitude hits Terror for 47 cold, 24 darkness (71 total damage).
Spikes of Decrepitude hits Animated Flashtooth (Madness) (162 power, 3 apr) for 39 cold, 34 darkness (73 total damage).
Spikes of Decrepitude hits The Banished One for 35 cold, 28 darkness (63 total damage).
The air around The Banished One grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Armoured skeleton warrior slows down.
Celia slows down.
Armoured skeleton warrior slows down.
Spikes of Decrepitude killed Animated Flashtooth (Madness) (162 power, 3 apr)!
Celia's desolate waste area effect hits Terror for 49 cold damage.
Celia's desolate waste area effect hits Terror for 49 cold damage.
Celia's desolate waste area effect hits Terror for 73 cold damage.
Celia's desolate waste area effect hits The Banished One for 36 cold damage.
Celia's desolate waste area effect hits Terror for 49 cold damage.
Celia's desolate waste area effect hits Terror for 73 cold damage.
Celia's desolate waste area effect hits The Banished One for 36 cold damage.
The Banished One's nightmare area effect hits Armoured skeleton warrior for (62 absorbed), 0 darkness (0 total damage).
The Banished One's nightmare area effect hits Dread for 45 mind damage.
The Banished One the level 30 cornac cursed was cooled to death by Celia on level 2 of Last Hope Graveyard.
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)