












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant thunderer at level 22 on the 16th Pyre 123rd year of Ascendancy at 09:57 / 1 |
Primary Stats
| Strength | 59 (base 51) |
| Dexterity | 14 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 50 (base 47) |
| Cunning | 28 (base 10) |
Resources
| Life | -147/617 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Healing Factor | 1.0234900226296 |
| Regeneration | 5.3733226188056 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +9.9999999999999% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 23 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Temporal | +6% |
| Blight | +6% |
| Mind | +6% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Blight | +5% |
| Arcane | +5% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.292304923968 (87.807182003187%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 16 |
| Physical Save | 23 |
| Spell Save | 20 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 41%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 19%( 70%) |
| Physical | + 4%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Pinning Resistance | 69% |
| Confusion Resistance | 45% |
| Fear Resistance | 45% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 185 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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 Cunning stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
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 grave | active |
You failed to protect the injured seer from death by sick giant brown rat. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
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 Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Cassadin. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 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. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. 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 pouch of luminous horror dust. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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 | Infernoweeper the pair of iron boots (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +12% fire / +3% nature / +3% darkness Stamina each turn: +0.30 Maximum stamina: +10.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Smoldervagrant (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to reduce all saves and defense by 28 Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% mind / +5% fire Changes damage: +6% mind Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Firewoe the elm wand of shielding [power 122] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% fire Maximum vim: +20.00 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
| On fingers | Glemiwe the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +2 Mag / +4 Cun Changes damage: +6% blight Reduces incoming crit damage: 10.00% Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +28.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Emeriawyn' (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 7 Damage when hit (Melee): 4 arcane Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +6% fire / +5% cold / +5% arcane / +7% lightning Changes resistances penetration: +5% arcane Damage against: +23% Summoned Reduced damage from: +21% Summoned Maximum life: +35.00 Curse of Shrouds A belt that goes around your waist. |
| In main hand | Frigidgash (Misfortune) (195% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 196% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% 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: +17 fire Damage (radius 2) on crit: +4 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal / 2 cold Changes damage: +6% temporal Curse of Misfortune Massive two-handed mauls. |
| On hands | Deepswilter the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 28 * 20% chance to reduce damage dealt by 23% Damage (Melee): 8 fire Changes resistances: +7% fire / +5% arcane / +9% darkness Changes damage: +4% fire Mental save: +6 (+3 eff.) Maximum life: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel mail armour 'Boltpanic' (Shrouds) (3 def, 19 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+3 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes resistances: +5% acid / +28% cold / +6% temporal / +9% lightning Changes damage: +6% lightning Allows you to breathe in: water Curse of Shrouds A suit of armour made of mail. |
| Cloak | Guvea (Shrouds) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +5% blight Maximum life: +31.00 Infravision radius: +3 See invisible: +3 Damage Shield penetration: +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | MydebersInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +2 Fatigue: -6% Changes stats: +4 Dex / +9 Cun / +6 Con Changes resistances: +6% mind / +13% temporal Reduces incoming crit damage: 10.00% Pinning immunity: +22% Knockback immunity: +22% Life regen: +5.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -310; dur 5; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 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 5 turns. While Heroism is active, you will only die when reaching -310 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 620 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 577%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 577% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 335; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 29%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
serendipitous gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +11 (+11 eff.) Changes stats: +5 Lck / +4 Cun Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
steel ring 'Arckin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -6% Damage when hit (Melee): 4 lightning Changes resistances: +9% darkness Maximum encumbrance: +28 Stamina each turn: +1.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
Carrionwild (Corpses) (134% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 temporal Damage (radius 1) on hit: +4 arcane / +8 nature When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +9 (+9 eff.) Damage when hit (Melee): 4 nature Changes resistances: +5% arcane / +7% temporal Changes damage: +6% nature Disarm immunity: +31% Curse of Corpses Massive two-handed battleaxes. |
Bill's Tree Trunk (Madness) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Fulyvor (Shrouds) (127% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 127% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 28 * 20% chance to reduce armor by 17% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances: +3% mind Changes damage: +3% acid / +3% mind Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.elemental steel greatmaul of evisceration (Madness) (134% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Changes resistances penetration: +9% fire Changes damage: +9% fire Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Deepsward (Misfortune) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 darkness When wielded/worn: Changes stats: +6 Dex Changes resistances: +12% light Changes resistances penetration: +11% physical Mindpower: +20 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Turafang (Misfortune) (142% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +9 (+5 eff.) Armour penetration: +9 Changes stats: +1 Con Changes resistances: +2% physical Changes resistances penetration: +5% physical / +6% all Stamina each turn: +2.00 Curse of Misfortune Sharp, long, and deadly. |
Serpent's Glare (Misfortune) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 214.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
hungering mossy mindstar of storms (Nightmares) (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% lightning Changes resistances penetration: +5% lightning Changes damage: +5% lightning Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +2.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Nightmares It can be used to inflict 63.39 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of frost (Shrouds) (96% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Damage (Melee): 9 cold Changes resistances: +4% blight / +6% cold Changes resistances penetration: +6% cold Changes damage: +4% nature / +6% cold Talent granted: +1 Attune Mindstar Disease immunity: +12% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone vilestaff 'Lustrepain' (Misfortune) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+14 eff.) Damage when hit (Melee): 6 mind Changes stats: +15 Mag / +12 Wil / +9 Cun Changes damage: +30% darkness / +12% mind / +3% light Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+14 eff.) Spell crit. chance: +15% Mental crit. chance: +3% Damage Shield penetration: +23% Damage Shield Power: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Neira's Memory (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Shrouds It can be used to surround yourself with a magical shield (strength 130, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
grounding rough leather belt of dampening (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% temporal / +5% cold / +5% fire / +11% lightning Curse of Misfortune A belt that goes around your waist. |
rough leather belt of unlife (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
spiritwalker's rough leather belt of burglary (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Cun / +6 Lck Trap disarming bonus: +9 Stealth bonus: +6 Mana each turn: +0.16 Maximum mana: +22.00 Infravision radius: +4 Curse of Madness A belt that goes around your waist. |
Cleansetreason the cashmere cloak (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +11 Mag / +2 Wil Changes resistances: +9% nature Changes resistances penetration: +25% nature Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glorothra (Nightmares) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +21% temporal / +11% darkness / +6% mind Poison immunity: +10% Infravision radius: +1 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% Curse of Nightmares It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazepunish (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +13% blight / +3% cold / +16% nature / +15% mind Changes resistances penetration: +10% mind Life regen: +3.00 Healing mod.: +13% 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. |
This item will automatically be transmogrified when you leave the level.woollen robe 'Ivolrama' (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +9% all Changes damage: +14% arcane Maximum mana: +27.00 Maximum hate: +10.00 See invisible: +15 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Sleetmalice' (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Physical power: +20 (+7 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Str / +2 Con Changes resistances: +8% fire / +5% cold Changes resistances penetration: +10% cold Only die when reaching: -80.00 life 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. |
Ce'Nalaith the iron gauntlets (Misfortune) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Physical power: +10 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Cun Changes resistances penetration: +5% physical Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Stamina each turn: +1.00 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Daysin (Misfortune) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 55% Changes resistances: +10% acid / +3% physical / +7% cold / +7% fire / +5% lightning Changes resistances penetration: +5% light Cut immunity: +10% Knockback immunity: +10% Curse of Misfortune A cap made of leather. |
insulating iron helm of dexterity (+3) (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +6% fire / +6% cold Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (Corpses) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Curse of Corpses A cap made of leather. |
Skin of Many (Nightmares) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+12 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Nightmares The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
radiant steel plate armour of the dragon (Shrouds) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +6% acid / +7% physical / +14% darkness / +12% blight / +8% cold / +7% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +22% Light radius: +2 Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour (Nightmares) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Curse of Nightmares A suit of armour made of metal plates. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 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. |
cleansing steel torque of mindblast [power 175] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
soothing elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 1 All Resist: 1 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 31. Natural totems are made by powerful wilders to store nature power. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Cassadin the Cornac Cursed level 11
8th Flare 122nd year of Ascendancy at 23:24 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Cassadin the Cornac Cursed level 21
14th Pyre 123rd year of Ascendancy at 02:29 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Cassadin the Cornac Cursed level 18
7th Decay 122nd year of Ascendancy at 21:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Cassadin the Cornac Cursed level 10
3rd Summertide 122nd year of Ascendancy at 08:27 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Cassadin the Cornac Cursed level 20
35th Regrowth 123rd year of Ascendancy at 02:51 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Cassadin the Cornac Cursed level 19
17th Regrowth 123rd year of Ascendancy at 01:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Cassadin the Cornac Cursed level 8
9th Mirth 122nd year of Ascendancy at 10:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Cassadin the Cornac Cursed level 11
33rd Dusk 122nd year of Ascendancy at 19:10 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Cassadin the Cornac Cursed level 19
26th Regrowth 123rd year of Ascendancy at 10:05 see stats
Log
Curse of Nightmares hits Ademina the black jelly for 46 mind, 43 darkness (89 total damage).
Mindrot hits War hound for 8 mind, 6 darkness (14 total damage).
Mindrot hits War hound for 0 mind, 7 darkness (7 total damage).
Mindrot hits Snow giant thunderer for 5 mind, 6 darkness (11 total damage).
Mindrot hits Ademina the black jelly for 6 mind, 6 darkness (12 total damage).
Burning from Ademina the black jelly hits Cassadin for 31 acid damage.
The air around Cassadin grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Blue jelly uses Slime Spit.
Ademina the black jelly's Beyond the Flesh hits Terror for 84 acid, 23 acid (107 total damage).
Cassadin slows down.
Snow giant thunderer is afflicted by a crippling illness!
Terror starts to bleed.
Cassadin's nightmare area effect hits Ademina the black jelly for 63 darkness damage.
Cassadin's nightmare area effect hits War hound for 66 mind damage.
Cassadin's nightmare area effect hits Ademina the black jelly for 33 mind damage.
Cassadin hits Snow giant thunderer for 222 physical, 10 fire, 21 fire (254 total damage).
Terror misses War hound.
War hound hits Terror for 152 physical damage.
Bleeding from Mayonn the fox hits Terror for 71 physical damage.
Snow giant thunderer casts Chain Lightning.
Bleeding from Mayonn the fox killed Terror!
Snow giant thunderer hits Terror for 122 lightning damage.
Snow giant thunderer hits Terror for 162 lightning damage.
Snow giant thunderer hits Terror for 160 lightning damage.
Snow giant thunderer hits Terror for 168 lightning damage.
Snow giant thunderer hits Terror for 138 lightning, 163 lightning (302 total damage).
Snow giant thunderer hits Cassadin for (4 rampage shugs off), 127 lightning (127 total damage).
Cassadin the level 22 cornac cursed was zapped to death by a snow giant thunderer on level 4 of Daikara.

































































































