







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. OldRPG Redeemed - Music Mod - 3 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG Redeemed - Music Mod - 1 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear OldRPG Redeemed - Music Mod - 2 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 24 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Polama the ink squid at level 22 on the 3rd Pyre 123rd year of Ascendancy at 05:06 3 / 5Killed by Salyrin the swarming horror at level 22 on the 6th Pyre 123rd year of Ascendancy at 01:04 Killed by dreaming horror at level 23 on the 10th Pyre 123rd year of Ascendancy at 08:39 Killed by dreaming horror at level 23 on the 10th Pyre 123rd year of Ascendancy at 11:47 Killed by Glitira the sandworm destroyer at level 24 on the 15th Pyre 123rd year of Ascendancy at 00:42 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 41) |
| Dexterity | 61 (base 48) |
| Constitution | 31 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 53 (base 22) |
Resources
| Life | -92/597 |
| Stamina | 3/156 |
| Equilibrium | 30 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 4.9549537024406 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.470023594311 |
| See Invisible | 40.470023594311 |
Offense: Barehand
| Damage | 77 |
| Accuracy | 54 |
| Crit Chance | 20% |
| APR | 2 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Lightning | +15% |
| Nature | +20% |
| Physical | -10% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 12.797998061346 (65.65183292883%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 19 |
| Mental Save | 5 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | -4%( 70%) |
| Arcane | -5%( 70%) |
| Cold | + 24%( 70%) |
| All | -10%( 70%) |
| Lightning | + 43%( 70%) |
| Light | -4%( 70%) |
| Temporal | -4%( 70%) |
| Mind | -39%( 70%) |
| Darkness | -4%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 24% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 50% |
| Poison Resistance | 20% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Exploit Weakness |
| talent | Antimagic Shield |
| talent | Trained Reactions |
| talent | Striking Stance |
| beneficial effect | Engaged in a grapple draining 6 stamina per turn and redirecting 21% of damage taken to Glitira the sandworm destroyer. Any movement will break the effect as will some unarmed talents. Grappling |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Countering melee attacks: Has a 19% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
| detrimental effect | The target is under a malign influence. All resists have been lowered by 25%. Maligned |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | Several Punch Man is writhing in agony, suffering from 19 to 94 damage over 5 turns. Agony |
| detrimental effect | The target is in despair, reducing their armour, defence, mindsave and mind resist by 26. Despair |
| detrimental effect | Several Punch Man is fed upon by Glitira the sandworm destroyer. Fed Upon |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 17%. Exhaustion |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| beneficial effect | Increases defense by 12. Mobile Defense |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Voraleba the red jelly. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed orc heart. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Betunor the Heatblur (0 def, 5 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +5 Resists +6% lightning +6% temporal +3% light +6% fire HP.reg +4.00 A pair of boots made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 125% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 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. |
| On head | Emelywen the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% acid +9% cold Die.at -20.00 life Disarm- +10% Stun/Frz- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Harigorn the Duathelfame (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +5% nature On Hit (Melee): * 20% chance to slow global speed by 49% * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% acid +3% cold +11% nature +6% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Dagadil0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Crit.chn- 15.00% Mind.save +7 (+7 eff.) Poison- +20% Confus- +24% ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
| On fingers | gold ring 'Sootgore'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +3 Wil +7 Cun dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +30% lightning +6% darkness Crit.chn- 10.00% Rings make your fingers look great! |
| Around neck | Xeryrith the Sewernaught0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Res.pen +10% nature +15% acid Melee Ret 6 acid 4 lightning On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +12% acid +6% lightning Amulets make your neck look great! |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Light source | Layalle2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +15.00% Acc +5 (+2 eff.) Apr +1 ---------- misc Max.stam +10.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | Chargemalice the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 4 lightning On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +5% arcane +12% cold +3% light +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Emelona'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Melee Ret 4 physical ----- def ----- Resists +6% lightning +8% fire +7% cold +15% acid Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Inventory
Chamakhad0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Res.pen +10% mind Apr +2 ----- def ----- Resists +12% nature +12% blight Poison- +23% Disease- +23% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
mule's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Fatigue -5% Resists +20% lightning ---------- misc Max.enc +25 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
sneakthief's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +6 Dex dps ---------- Melee+ 11 physical Ranged+ 9 physical Acc +11 (+4 eff.) On Hit (Melee): * 12% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
solipsist's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
steel ring 'Isida'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +9% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane Max.HP +20.00 HP.reg +3.00 Disarm- +21% Pinning- +22% Stun/Frz- +20% Knockbk- +23% Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Emekira (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature Power 25.0 - 35.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 nature On Crit.r2 +17 lightning +20 cold While equipped: Stats +6 Str +5 Dex +11 Mag +6 Wil +3 Cun +4 Con dps ---------- Mov.spd +24% Res.pen +5% lightning +9% cold Melee Ret 2 blight ----- def ----- Crit.chn- 5.00% Blunt and deadly. |
cruel yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +12.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Undeathbait1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Defense +8 (+3 eff.) Resists +6% mind +3% light Stealth +5 A belt that goes around your waist. |
insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% cold +5% fire Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +6 (+6 eff.) A belt that goes around your waist. |
Umbrapiety (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +9% cold Res.pen +5% arcane ----- def ----- Defense +7 (+3 eff.) Resists +9% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xereba the linen robe (5 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +10% physical ----- def ----- Defense +5 (+2 eff.) Resists +10% physical +6% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Aerusetira' (5 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Dmg.mod +10% cold ----- def ----- Defense +5 (+2 eff.) Resists +6% darkness +15% cold +3% mind +11% all Mind.save +32 (+23 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Dmg.mod +12% lightning +5% physical +9% cold ----- def ----- Resists +10% lightning +9% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Glyriana' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +1 Fatigue -4% Crit.chn- 5.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+4 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +12 Crit +8.0% Atk.spd 100% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Zubytha the Blazewing (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +4 Mag +3 Wil +6 Con dps ---------- Melee Ret 4 lightning ----- def ----- Armour +2 Phys.save +13 (+7 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +22% ---------- misc Infravis +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% Melee+ +4 physical On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Wil +3 Mag dps ---------- Melee+ 4 acid 5 fire 3 lightning 4 cold ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +4 ice +6 fire +7 lightning +7 acid Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galewinnow the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +6% lightning ----- def ----- Armour +5 Fatigue +5% Resists +1% physical HP.reg +4.00 Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gilorim (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Apr +3 ----- def ----- Defense +1 (+1 eff.) Phys.save +3 (+2 eff.) Mind.save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
Loraroddadir (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +1% physical ---------- misc Breathe water A cap made of leather. |
Olitir (25 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +25 (+9 eff.) Fatigue +5% Resists +5% lightning +5% temporal +3% blight +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+12 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature A pointy cloth hat, very wizardly... |
dwarven-steel shield of the stars (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +13% light +13% darkness ----- def ----- Armour +6 Fatigue +8% Resists +14% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
163 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Tarraruilin the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 23 * 20% chance to reduce armor by 15% ----- def ----- Resists +6% acid Mind.save +3 (+3 eff.) Max.HP +44.00 ---------- misc Hate/m.crit +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Chameharaneg the iron torque of mindblast [power 110] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +11 Wil dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Blast the opponent's mind dealing 63 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 70 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Aeregund the elm wand of lightning storm [power 116] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Con dps ---------- Res.pen +10% physical Acc +15 (+5 eff.) ----- def ----- Resists +3% temporal Spell.save +6 (+3 eff.) Poison- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 13 lightning damage and will be dazed for 1 turn (66 total damage) Puts all charms on 13 cooldown 100% to 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Several Punch Man the Cornac Brawler level 21
60th Regrowth 123rd year of Ascendancy at 08:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Several Punch Man the Cornac Brawler level 18
14th Haze 122nd year of Ascendancy at 04:09 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Several Punch Man the Cornac Brawler level 22
5th Pyre 123rd year of Ascendancy at 16:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Several Punch Man the Cornac Brawler level 10
5th Flare 122nd year of Ascendancy at 09:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Several Punch Man the Cornac Brawler level 20
45th Regrowth 123rd year of Ascendancy at 12:16 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Several Punch Man the Cornac Brawler level 18
34th Haze 122nd year of Ascendancy at 23:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Several Punch Man the Cornac Brawler level 22
7th Pyre 123rd year of Ascendancy at 17:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Several Punch Man the Cornac Brawler level 18
48th Haze 122nd year of Ascendancy at 12:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Several Punch Man the Cornac Brawler level 8
2nd Flare 122nd year of Ascendancy at 19:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Several Punch Man the Cornac Brawler level 18
30th Haze 122nd year of Ascendancy at 11:02 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Several Punch Man the Cornac Brawler level 18
48th Haze 122nd year of Ascendancy at 16:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Several Punch Man the Cornac Brawler level 23
9th Pyre 123rd year of Ascendancy at 20:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Several Punch Man the Cornac Brawler level 22
7th Pyre 123rd year of Ascendancy at 13:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Several Punch Man the Cornac Brawler level 16
33rd Dusk 122nd year of Ascendancy at 00:26 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Several Punch Man the Cornac Brawler level 22
3rd Pyre 123rd year of Ascendancy at 05:06 see stats
Log
Several Punch Man is no longer attuned.
Several Punch Man feels pain again.
Agony from Glitira the sandworm destroyer hits Several Punch Man for (25 flat reduction), 0 mind (0 total damage).
Haunted from Glitira the sandworm destroyer hits Several Punch Man for (26 flat reduction), (17 blocked), 0 mind, (27 antimagic), 0 darkness (0 total damage).
Glitira the sandworm destroyer uses Stun.
Shadow speeds up.
The unstable sand tunnel collapses!
Grappling hits Glitira the sandworm destroyer for 7 physical damage.
Melee retaliation hits Glitira the sandworm destroyer for 4 lightning, 2 physical, 10 nature, 2 nature, 3 acid, 4 lightning, 2 physical, 10 nature, 2 nature, 3 acid (41 total damage).
Glitira the sandworm destroyer hits Several Punch Man for (26 flat reduction), 72 mind, (5 flat reduction), 0 physical, (5 flat reduction), 0 physical (72 total damage).
Poison from Several Punch Man hits Glitira the sandworm destroyer for 8 nature damage.
Bleeding from Several Punch Man hits Glitira the sandworm destroyer for 5 physical damage.
Grappled from Several Punch Man hits Glitira the sandworm destroyer for 27 physical damage.
Shadow casts Blindside.
Shadow slows down.
Shadow hits Several Punch Man for (26 flat reduction), 58 physical (58 total damage).
Grappling hits Glitira the sandworm destroyer for 6 physical damage.
Melee retaliation hits Shadow for 5 lightning, 2 physical, 12 nature, 2 nature, 3 acid (24 total damage).
Shadow starts to bleed.
Several Punch Man hits Shadow for 35 physical, 6 arcane (41 total damage).
Several Punch Man is no longer haunted
Grappling hits Glitira the sandworm destroyer for 4 physical damage.
Agony from Glitira the sandworm destroyer hits Several Punch Man for (26 flat reduction), 37 mind (37 total damage).
Bleeding from Several Punch Man hits Shadow for 9 physical damage.
Poison from Several Punch Man hits Glitira the sandworm destroyer for 8 nature damage.
Grappled from Several Punch Man hits Glitira the sandworm destroyer for 27 physical damage.
Bleeding from Several Punch Man hits Glitira the sandworm destroyer for 5 physical damage.
Glitira the sandworm destroyer uses Willful Strike.
Several Punch Man reacts to damage from Glitira the sandworm destroyer, mitigating the blow!.















































































































