








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
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:
Negative Effect Timeout Cleanup 1.7.0Attempts to fix temporary effects that have become "stuck" and do not expire when their duration falls to zero or below. Also available as part of the Bugnibus Bugfix Pack. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 25 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Betith the elven blood mage at level 25 on the 72nd Haze 122nd year of Ascendancy at 00:15 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 46 (base 35) |
| Willpower | 64 (base 54) |
| Cunning | 29 (base 25) |
Resources
| Life | -357/382 |
| Mana | 176/538 |
| Healing Factor | 1.2324166372473 |
| Regeneration | 3.7588707436043 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 39.399111495908 |
| See Invisible | 39.399111495908 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 20 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 12% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +41% |
| Fire | +26% |
| Arcane | +19% |
| Cold | +26% |
| All | +16% |
Offense: Damage Penetration
| Blight | +21% |
| Temporal | +11% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 9 (48.304188961773%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Darkness | + 40%( 70%) |
| Acid | + 20%( 70%) |
| Light | + 15%( 70%) |
| Cold | + 23%( 70%) |
| Mind | + 24%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 23%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Bleed Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 63 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. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 60 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 Strength stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 984% for 10 turns (49 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Gloreyann the fox. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Glorogakira the warg. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by rogue. Escort: lost warrior (level 3 of Trollmire) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed hummerhorn wing. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of squid ink. | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +25% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Ivewe the BlazestakeCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +6% lightning / +15% darkness / +6% acid Changes resistances penetration: +6% all Disease immunity: +10% Confusion immunity: +20% Light radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +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. |
| On head | Rimestone the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +11% mind / +3% cold Changes resistances penetration: +15% blight Changes damage: +3% arcane Spell save: +3 (+2 eff.) Mental save: +12 (+6 eff.) Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+4 eff.) Damage Shield penetration: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel pickaxe of quickening (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold Prothotipe's Prismatic Eye ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold / +6% all Talent mastery: +0.20 Golem / Arcane Spellpower: +11 (+3 eff.) Mindpower: +11 (+4 eff.) Talent on hit(spell): Eye Beam (10% chance level 2). Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+3 eff.) Changes resistances: +6% cold / +9% fire Mental save: +5 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +25% Life regen: +2.00 Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Cyranne the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Reduces incoming crit damage: 15.00% Life regen: +0.80 Stamina each turn: +1.00 Hate when firing a critical mind attack: +1.00 Healing mod.: +13% A belt that goes around your waist. |
| In main hand | Polawen the steel greatsword (42-68 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 temporal When wielded/worn: Changes stats: +7 Con / +10 Wil Changes resistances penetration: +5% temporal Maximum life: +28.00 Massive two-handed swords. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | elven-silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes damage: +10% all Spellpower: +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Dureromiran the RadiancereignInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +3% cold / +22% fire Changes damage: +11% fire Critical mult.: +5.00% Physical save: +9 (+7 eff.) Rings make your fingers look great! |
Glotha the DazzlekissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% acid / +12% light / +3% lightning Changes damage: +3% light Stun/Freeze immunity: +27% Life regen: +2.00 Light radius: +1 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.59 cold and 18.96 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
flaming voratun dagger of daylight (38-49 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +5 light Damage (radius 1) on hit: +5 fire Damage against: +5% Undead Sharp, short and deadly. |
InfernonaughtRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +14 Physical power: +17 (+6 eff.) Changes stats: +23 Str / +20 Dex / +15 Mag / +14 Wil / +14 Cun / +14 Con Changes resistances: +6% acid / +6% temporal / +9% light Changes resistances penetration: +15% fire / +18% all Spell save: +3 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Hellpanic (34-47 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +26 (+13 eff.) Armour penetration: +22 Changes resistances: +3% fire / +9% light / +3% nature Changes resistances penetration: +25% all Spell save: +3 (+2 eff.) Poison immunity: +10% Maximum life: +60.00 Sharp, long, and deadly. |
Childir (10-12 power, 2 apr, acid element)Requires: - Magic 11 Crafted by a master 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: Damage when hit (Melee): 4 mind Changes resistances penetration: +5% mind Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +12.00% Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Infused by nature Crafted by a master 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: +5 (+2 eff.) Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.2 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 8 that illuminates the area and deals 163.47 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 (10-12 power, 2 apr, light element)Requires: - Magic 11 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: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
CrackleresolveCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+5 eff.) Changes stats: +2 Str / +4 Dex / +5 Wil / +4 Cun Changes resistances: +3% lightning / +1% physical Changes damage: +6% physical Damage against: +21% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
hardened leather belt 'Bethutira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +7 Cun / +2 Con Changes resistances: +12% temporal Critical mult.: +5.00% Mental save: +7 (+4 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
insulating rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold Mental save: +6 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Ragorab (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun Changes resistances: +7% acid / +13% fire / +7% lightning / +7% cold Spell save: +12 (+6 eff.) Maximum hate: +8.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe of lightning (+15%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +7% all Changes damage: +10% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of protection (2 def, 2 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +9% all Changes damage: +5% nature Physical save: +17 (+11 eff.) Poison immunity: +22% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Phlegmseam' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +5 Wil / +4 Cun / +3 Con Changes resistances: +18% lightning / +9% all Changes resistances penetration: +10% nature Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Runerath the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal / +6% fire / +5% arcane / +6% nature Stun/Freeze immunity: +10% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag / +2 Wil Mana each turn: +0.12 Maximum mana: +22.00 Spell crit. chance: +2% Movement speed: +25% A pair of boots made of leather. |
insulating pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% fire / +6% cold Movement speed: +25% A pair of boots made of leather. |
pair of rough leather boots 'Tundrakiss' (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): 8 mind Changes stats: +6 Cun Changes damage: +3% cold Stamina each turn: +0.40 Maximum stamina: +10.00 Mindpower: +5 (+2 eff.) A pair of boots made of leather. |
Aeremitira the Boltvenom (15 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+6 eff.) Armour: +2 Defense: +15 (+7 eff.) Damage (Melee): 6 arcane Changes stats: +3 Dex / +9 Mag / +6 Wil / +2 Cun Changes resistances: +6% light / +5% darkness / +9% arcane Changes damage: +4% arcane / +3% lightning Spellpower: +6 (+2 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 116.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dusktickler the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+9 eff.) Armour: +2 Changes stats: +4 Dex Changes damage: +3% darkness Cut immunity: +10% Confusion immunity: +20% Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 light Changes stats: +2 Mag Changes resistances: +6% light Changes damage: +4% light / +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Burnshine (5 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +12 Defense: +5 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 6 mind Changes stats: +4 Dex / +4 Cun / +9 Con Changes resistances: +5% all Changes resistances penetration: +10% fire Physical save: +11 (+8 eff.) Psi when hit: +0.08 Maximum hate: +8.00 Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour)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: 2.5 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 81.25 to 243.74 lightning damage (162.49 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Radhukalthoyandil (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +4 Cun Blindness immunity: +20% Confusion immunity: +20% Maximum life: +40.00 Maximum stamina: +10.00 A cap made of leather. |
linen wizard hat 'Emibretta' (26 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +26 (+13 eff.) Changes stats: +1 Dex Changes resistances: +16% light / +9% mind Changes damage: +11% light / +3% physical A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.11 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
3 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. |
306 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 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. |
3 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. |
Kindlepower (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% light Changes damage: +9% arcane Physical save: +10 (+8 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Maximum life: +54.00 Light radius: +2 Infravision radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
Belayalle the GlacierwoePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +5% darkness / +3% mind Changes damage: +6% light / +3% cold Damage affinity(heal): +5% light Only die when reaching: -80.00 life Maximum stamina: +30.00 Light radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 208.80 light damage. At talent level 3 you gain 35% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
Elebrerin the alchemist's lampInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +5 Dex / +2 Mag / +6 Wil / +2 Cun / +4 Con Changes resistances: +5% blight Critical mult.: +12.00% Life regen: +6.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. |
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: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 13 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. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 268/400. 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. |
steel torque of clear mind 'Rhirodor' [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +1 Str Changes resistances: +6% acid Stamina each turn: +3.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Heal for 46. * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
7 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aruba the Skeleton Archmage level 20
46th Dusk 122nd year of Ascendancy at 03:27 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aruba the Skeleton Archmage level 23
64th Haze 122nd year of Ascendancy at 03:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aruba the Skeleton Archmage level 10
3rd Summertide 122nd year of Ascendancy at 12:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aruba the Skeleton Archmage level 20
44th Dusk 122nd year of Ascendancy at 16:52 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Aruba the Skeleton Archmage level 21
7th Haze 122nd year of Ascendancy at 21:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aruba the Skeleton Archmage level 25
67th Haze 122nd year of Ascendancy at 02:47 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Aruba the Skeleton Archmage level 25
67th Haze 122nd year of Ascendancy at 09:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aruba the Skeleton Archmage level 10
1st Flare 122nd year of Ascendancy at 15:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Aruba the Skeleton Archmage level 11
5th Flare 122nd year of Ascendancy at 00:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aruba the Skeleton Archmage level 21
48th Dusk 122nd year of Ascendancy at 07:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aruba the Skeleton Archmage level 15
31st Dusk 122nd year of Ascendancy at 01:04 see stats
Log
Ritch flamespitter hits Aruba for (189 absorbed), 0 fire (0 total damage).
Betith the elven blood mage loses 19 health to the entropy.
Aruba casts Eye Beam.
Aruba's spell attains critical power!
Talent Lightning is ready to use.
Aruba receives 97 healing from Temporal Restoration Field.
Thunderstorm hits Neressra the elven warrior for (41 exoskeleton), 65 lightning (65 total damage).
Thunderstorm hits Cyragamira the elven cultist for 1 lightning, 630 lightning (631 total damage).
Thunderstorm hits Betith the elven blood mage for 35 lightning, 70 lightning (105 total damage).
Thunderstorm hits Ritch flamespitter for 40 lightning, 80 lightning (121 total damage).
Aruba casts Lightning.
Aruba hits Neressra the elven warrior for (0 exoskeleton), 478 lightning (478 total damage).
Cyragamira the elven cultist's Soul Rot hits Aruba for (158 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Aruba crumbles.
Neressra the elven warrior's Shoot hits Aruba for (13 absorbed), 130 physical (130 total damage).
Aruba shrugs off Something's 'Rotting Disease'!
Something hits Aruba for 65 blight damage.
Betith the elven blood mage casts Netherblast.
Betith the elven blood mage's spell attains critical power!
Neressra the elven warrior shoots!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Aruba for 189 fire damage.
Betith the elven blood mage loses 24 health to the entropy.
A void star appears around Betith the elven blood mage.
Betith the elven blood mage's Netherblast hits Aruba for 179 temporal, 175 darkness (354 total damage).
Aruba the level 25 skeleton archmage was darkened to death by Betith the elven blood mage on level 1 of Dark crypt.
The furious lightning storm around Aruba calms down and disappears.





















































































































