











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 | Arcane Blade |
| Level / Exp | 23 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 23 on the 11st Haze 122nd year of Ascendancy at 09:11 / 1 |
Primary Stats
| Strength | 32 (base 13) |
| Dexterity | 62 (base 39) |
| Constitution | 17 (base 10) |
| Magic | 107 (base 53) |
| Willpower | 14 (base 10) |
| Cunning | 38 (base 13) |
Resources
| Life | -132/476 |
| Mana | 139/324 |
| Stamina | 89/176 |
| Healing Factor | 1.1729415192739 |
| Regeneration | 0.29323537981848 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 40 |
| Crit Chance | 13% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +10% |
| Acid | +13% |
| Darkness | +3% |
| Cold | +4% |
| Mind | +3% |
| Lightning | +85% |
| Fire | +28% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| Acid | +10% |
| Light | +10% |
| Darkness | +10% |
| Mind | +10% |
| Arcane | +15% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (51.69962066283%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | + 28%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 12%( 70%) |
| Cold | + 16%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 46%( 70%) |
| Fire | + 24%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 25% |
| Stun Resistance | 0% |
| Poison Resistance | 22% |
| Knockback Resistance | 27% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 721% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 6 up to 5 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Silunne the Stormsorrow (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +2 Con Changes resistances penetration: +10% acid / +20% lightning Changes damage: +3% lightning / +9% acid Physical save: +11 (+5 eff.) Mental save: +10 (+5 eff.) Light radius: +2 A pair of boots made of leather. |
| Light source | brass lantern 'Velalenne'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Wil / +2 Con Physical save: +7 (+3 eff.) Disease immunity: +20% Confusion immunity: +20% Light radius: +3 Healing mod.: +11% 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 | Chalodorochak the Demonspire (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 42% * 20% chance to reduce damage dealt by 14% Changes resistances: +8% acid / +8% fire / +8% cold / +3% mind / +8% lightning Changes resistances penetration: +10% darkness / +5% mind Changes damage: +3% darkness A cap made of leather. |
| Tool | Ravenstun the elm wand of lightning storm [power 116] (6/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 4 darkness Changes resistances: +9% darkness Changes resistances penetration: +5% mind Changes damage: +3% mind It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (214 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% 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 | steel ring 'Airmoon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +6 Dex Changes damage: +6% lightning Physical save: +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | pixie's steel ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Mag Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +27% Maximum life: +25.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
| Around waist | Scaldbreak the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 42% Changes resistances: +6% acid / +3% light / +12% darkness Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Armaratodil the Sparkroar (38-46 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 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: Damage when hit (Melee): 2 arcane Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +44% lightning Talent granted: +1 Command Staff Mana each turn: +0.13 Maximum mana: +72.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour) =lightning dam=Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | verdant woollen robe of lightning (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +18% lightning / +9% all Changes damage: +10% nature / +12% lightning Poison immunity: +22% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Singewar' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun / +2 Dex Changes resistances: +9% fire Changes resistances penetration: +10% light Changes damage: +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | archmage's copper amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +4% acid / +4% fire / +4% cold / +5% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
Inventory
biting gale rune of the sneak (damage 162; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 161.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 90; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 90 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 64; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeriwen the AshsmashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 2 acid Changes resistances: +6% fire / +3% light / +10% temporal Changes resistances penetration: +5% fire Changes damage: +3% light Pinning immunity: +21% Knockback immunity: +22% Amulets make your neck look great! |
cleansing copper amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +13% nature / +11% blight Poison immunity: +22% Disease immunity: +22% Amulets make your neck look great! |
marksman's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Silence immunity: +21% Mana each turn: +0.10 Rings make your fingers look great! |
marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+3 eff.) Changes stats: +2 Dex Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
Silent Blade (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 65% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 147.43 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Beluharazor (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +14 lightning / +6 cold When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +8.0% Defense: +7 (+2 eff.) Changes stats: +3 Str / +1 Mag / +2 Cun Changes resistances: +5% arcane Changes resistances penetration: +7% lightning / +7% cold Disarm immunity: +23% Movement speed: +26% Sharp, long, and deadly. |
elm starstaff 'Porinor' (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +11 (+4 eff.) Changes resistances: +6% blight Changes damage: +10% temporal Talent granted: +1 Command Staff Poison immunity: +10% Life regen: +2.00 Hate when firing a critical mind attack: +2.00 Only die when reaching: -80.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 128.40 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of power (10-12 power, 2 apr, light element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of warding (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Maximum wards: +2 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.13 Maximum mana: +43.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff of warding (10-12 power, 2 apr, light element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Maximum wards: +2 light Changes damage: +10% light Talents granted: +1 Ward +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Aerymille the BrightireInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Wil / +1 Con Changes resistances: +5% acid / +6% fire / +7% lightning / +7% cold Changes resistances penetration: +20% light Critical mult.: +10.00% A belt that goes around your waist. |
Carrionblow the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Cun / +4 Wil Changes damage: +6% nature Stealth bonus: +6 A belt that goes around your waist. |
linen cloak of sorcery (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Worm of power (0 def, 0 armour) =cosmetic=Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +6% all Spellpower: +11 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) =pzn dzz=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% all Changes damage: +6% nature Poison immunity: +20% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belyba the Puswinnow (0 def, 1 armour) =-spd -saves=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 42% * 20% chance to reduce all saves and defense by 17 Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
Puscrack (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +5 Physical power: +6 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 9 lightning Changes stats: +2 Wil Changes resistances: +5% lightning / +6% nature / +7% blight Changes damage: +5% lightning Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Light radius: +1 Infravision radius: +3 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +19 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 15% chance to slow global speed by 42% * 12% chance to reduce armor by 41% Damage (radius 2) on crit: +8 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Lightningwar' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes resistances: +9% lightning / +3% cold / +9% darkness / +6% nature Changes damage: +9% lightning Physical save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +28% When used to modify unarmed attacks: Base power: 17.5 - 19.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chudan the Bilepyre (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Dex / +2 Cun / +1 Con Changes resistances: +6% darkness Changes damage: +12% nature Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum life: +20.00 A cap made of leather. |
Cloud Caller (0 def, 0 armour) =cosmetic=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.01 to 141.03 lightning damage (94.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Hailpyre (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% temporal / +9% fire / +13% darkness / +18% light Changes resistances penetration: +10% cold Spell save: +12 (+6 eff.) A cap made of leather. |
Ivavea (1 def, 0 armour) =stun/freeze=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +5% arcane / +11% physical Changes damage: +11% physical Physical save: +3 (+1 eff.) Spell save: +12 (+6 eff.) Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Shadowschism (1 def, 0 armour) =fire res=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +1 (+0 eff.) Changes resistances: +16% fire Changes resistances penetration: +25% darkness Changes damage: +11% fire Physical save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap of the depths (0 def, 2 armour) =waterbreathing=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
starseer's cashmere wizard hat of decomposition (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +4% lightning / +5% temporal / +4% light / +4% fire / +4% nature / +4% acid / +5% blight / +6% cold / +4% darkness Changes damage: +9% darkness / +5% temporal / +8% light / +5% physical A pointy cloth hat, very wizardly... |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 63.31 to 189.92 lightning damage (126.61 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
rough leather armour 'Lightravager' (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 4 light Changes resistances: +16% lightning / +6% nature Changes damage: +6% cold / +3% nature / +9% light A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
120 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
sapper's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gloryrivena the GlacieridolCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +15% acid / +5% cold Changes damage: +3% cold Light radius: +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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (+2 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 6 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Lisinne [power 100] (6/15 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.12 Vim when firing critical spell: +1.00 Spellpower: +10 (+3 eff.) It can be used to blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of gale force [power 110] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Chadrick Bowflex the Cornac Arcane Blade level 22
59th Dusk 122nd year of Ascendancy at 07:11 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Chadrick Bowflex the Cornac Arcane Blade level 20
42nd Dusk 122nd year of Ascendancy at 09:49 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Chadrick Bowflex the Cornac Arcane Blade level 19
30th Dusk 122nd year of Ascendancy at 09:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Chadrick Bowflex the Cornac Arcane Blade level 10
1st Flare 122nd year of Ascendancy at 16:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Chadrick Bowflex the Cornac Arcane Blade level 20
31st Dusk 122nd year of Ascendancy at 11:57 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Chadrick Bowflex the Cornac Arcane Blade level 22
71st Dusk 122nd year of Ascendancy at 13:45 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Chadrick Bowflex the Cornac Arcane Blade level 16
23rd Dusk 122nd year of Ascendancy at 11:15 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Chadrick Bowflex the Cornac Arcane Blade level 16
23rd Dusk 122nd year of Ascendancy at 20:59 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Chadrick Bowflex the Cornac Arcane Blade level 13
3rd Dusk 122nd year of Ascendancy at 10:41 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Chadrick Bowflex the Cornac Arcane Blade level 21
43rd Dusk 122nd year of Ascendancy at 08:13 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Chadrick Bowflex the Cornac Arcane Blade level 17
26th Dusk 122nd year of Ascendancy at 03:05 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Chadrick Bowflex the Cornac Arcane Blade level 17
24th Dusk 122nd year of Ascendancy at 06:32 see stats
Log
Melee retaliation hits Assassin Lord for 8 darkness, 6 lightning, 1 arcane, 2 mind, 8 darkness, 6 lightning, 1 arcane, 2 mind (34 total damage).
Assassin Lord hits Chadrick Bowflex for 149 darkness, 18 darkness, 32 lightning, 140 darkness, 18 darkness (358 total damage).
Chadrick Bowflex is not dazed anymore.
Talent Command Staff is ready to use.
Deadly Poison from Assassin Lord hits Chadrick Bowflex for 22 nature damage.
LIFE LOST WARNING!
Chadrick Bowflex rushes out!
You can only rush to a creature.
Chadrick Bowflex rushes out!
You can only rush to a creature.
Chadrick Bowflex rushes out!
You can only rush to a creature.
Chadrick Bowflex fails to use Rush.
Shadowblade misses Chadrick Bowflex.
Shadowblade misses Chadrick Bowflex.
Assassin Lord receives 15 healing from Temporal Restoration Field.
Assassin Lord uses Venomous Strike.
Assassin Lord misses Chadrick Bowflex.
Chadrick Bowflex slows down.
Chadrick Bowflex's Rush is disrupted by crippling poison!
Chadrick Bowflex's Blinding Speed is disrupted by crippling poison!
Chadrick Bowflex's Arcane Reconstruction is disrupted by crippling poison!
Chadrick Bowflex's Teleport is disrupted by crippling poison!
Chadrick Bowflex's Rune: Stormshield is disrupted by crippling poison!
Melee retaliation hits Assassin Lord for 6 darkness, 5 lightning, 1 arcane, 1 mind (12 total damage).
Assassin Lord hits Chadrick Bowflex for 93 nature damage.
Chadrick Bowflex the level 23 cornac arcane blade was slimed to death by Assassin Lord on level 2 of Unknown tunnels.
You carry too much--you are encumbered!
Drop some of your items.









































































































