










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Keep Transmo Tab 1.7.0Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.7.6Donators/Buyers bonus! Visibly Distinct Shadow Crypt 1.7.0Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 22 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by white jelly at level 22 on the 5th Decay 122nd year of Ascendancy at 16:05 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 69 (base 51) |
| Willpower | 39 (base 10) |
| Cunning | 56 (base 44) |
Resources
| Life | -89/363 |
| Insanity | 57/100 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 5.3010100898193 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 34 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +13% |
| Physical | +25% |
| Mind | +32% |
| All | +8% |
| Darkness | +58% |
| Light | +21% |
| Arcane | +14% |
| Lightning | +14% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +15% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 43.479315022171 (44.574340358689%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 43 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 35%( 70%) |
| Acid | + 34%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 23%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 32%( 70%) |
| Mind | + 16%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 48% |
| Confusion Resistance | 25% |
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 432 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 76 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: 1.0 Rune: Shatter AfflictionsUse 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 137 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
| beneficial effect | Increases spell critical chance by 2%. At 5 stacks, next Nether spell is empowered. 1 Halo of Ruin |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Trollmire. Escort: lost warrior (level 1 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 green worm. * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Brightstriker (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +6% light Ignore resists +10% acid When Hit 2 mind defense ------ Armor +1 Resistance +3% mind Silence Resist +22% Confus Resist +25% Stun Resist +22% other ------- Light +3 A pair of boots made of leather. |
| Light source | Xanelewen2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +2 Defense +5 (+3 eff.) Resistance +3% light +3% temporal Crit Resistance 10.00% Spell save +15 (+5 eff.) Life +42.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arcspawner the cashmere wizard hat (2 def, 4 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid +6% lightning defense ------ Armor +4 Defense +2 (+1 eff.) Resistance +18% acid +9% temporal +5% arcane Unlife -20.00 life Life +60.00 A pointy cloth hat, very wizardly... |
| Tool | Mayyma the voratun torque of psionic shield [power 125] (3/25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Dex +4 Wil offense ------ Physical Crit +1.0% Damage +6% physical defense ------ Armor +2 other ------- Max psi +20.00 Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +3 Cun offense ------ Damage +20% darkness +3% acid Accuracy +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Defense +6 (+3 eff.) Resistance +25% darkness +6% acid Can be unequipped or rerolled. 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. Uses 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? |
| On fingers | Aritta0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun +4 Dex offense ------ Critical power +5.00% Accuracy +6 (+3 eff.) When Hit 2 arcane defense ------ Resistance +5% arcane Physical save +8 (+7 eff.) Spell save +7 (+3 eff.) Mind save +8 (+4 eff.) Life Regen +5.00 Stun Resist +26% Rings make your fingers look great! |
| Around waist | Gloomsteel the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spell Crit +1% Spellpower +2 (+1 eff.) Damage +6% darkness Ignore resists +15% darkness +15% fire defense ------ Mind save +6 (+3 eff.) other ------- Vim-on-crit +1.00 A belt that goes around your waist. |
| In main hand | Ce'Nyleba the Firebright (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% darkness +3% physical When Hit 6 fire defense ------ Armor +6 Defense +7 (+4 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.42 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. |
| On hands | drakeskin leather gloves 'Bethowen' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane While equipped: Stats +7 Mag +10 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 11 blight 11 arcane 14 light Damage +5% blight +6% arcane +7% light +24% mind When Hit 2 mind defense ------ Armor +3 Resistance +8% blight +12% arcane +11% light 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. |
| Main armor | Toyakan the silk robe (0 def, 4 armour)2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Physical Power +5 (+3 eff.) Spellpower +13 (+4 eff.) Damage +5% all Accuracy +20 (+9 eff.) When Hit 8 mind defense ------ Armor +4 Resistance +13% all Unlife -60.00 life other ------- Hate-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | elven-silk cloak 'Blindstreak' (3 def, 6 armour)2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +5% Critical power +20.00% Damage +9% darkness When Hit 4 blight defense ------ Armor +6 Defense +3 (+2 eff.) Spell save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Islirerin'0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Power +8 (+4 eff.) Combat Speed +10% Damage +8% physical When Hit 8 acid On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +3% blight Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 568%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 72; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 72 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper ring 'Cyrunor'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun offense ------ Damage +6% physical Ignore Armor +9 defense ------ Blind Resist +21% other ------- Max stamina +10.00 Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
marksman's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Accuracy +4 (+2 eff.) Rings make your fingers look great! |
elm vilestaff 'Malomachik' (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Spell Crit +1% Critical power +5.00% Spellpower +3 (+1 eff.) Damage +16% acid defense ------ Defense +6 (+3 eff.) Resistance +15% temporal other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.42 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. |
surging ash magestaff of protection (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% fire defense ------ Resistance +8% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of warding (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +4 Damage +15% darkness defense ------ Armor +5 Defense +5 (+3 eff.) other ------- Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blazerock (18-25 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon Reqs Str 11 [Rare] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 26 While equipped: Stats +2 Dex offense ------ When Hit 8 lightning 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 other ------- Infravision +3 Sharp, long, and deadly. |
Gloldaba the Sleetrip (24-33 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: offense ------ Damage +9% cold Ignore resists +10% mind +25% cold When Hit 2 light One-handed war axes. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
mossy mindstar of balance (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+2 eff.) Spell save +3 (+1 eff.) Mind save +3 (+2 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dazzlepulverizer the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +16 light On-crit, radius 2 +8 arcane While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +5 Cun +5 Con offense ------ Ignore resists +20% arcane +5% light defense ------ Resistance +5% arcane +3% darkness Slings are used to hurl stones or metal shots at your foes. |
exposing steel shield of the stars (0 def, 4 armour, 43 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +3 Mag offense ------ Damage +10% light +11% darkness On-Hit (Melee): * 7% chance to reduce all saves and defense by 23 When Hit: * 12% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +8% Resistance +10% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
linen robe 'Betebeth' (3 def, 11 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: defense ------ Armor +11 Defense +3 (+2 eff.) Resistance +1% physical +7% all Physical save +17 (+11 eff.) Life +100.00 Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of time (+12%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +12% temporal +8% light +5% darkness defense ------ Resistance +9% all +12% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of resilience (3 def, 2 armour)9.0 Encumbrance T1 light armor Reqs Str 10 [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Life +24.00 Life Regen +2.30 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
linen cloak 'Mucuspierce' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% light +3% nature defense ------ Defense +1 (+1 eff.) Resistance +3% mind Life +31.00 Life Regen +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Abyssquell the pair of rough leather boots (10 def, 9 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 4 fire defense ------ Armor +9 Defense +10 (+5 eff.) Mind save +3 (+2 eff.) Unlife -80.00 life other ------- Infravision +1 A pair of boots made of leather. |
Eclipsepall the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Con offense ------ Ignore resists +10% darkness When Hit 6 cold defense ------ Armor +1 Resistance +6% darkness +3% light Physical save +12 (+9 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of iron boots 'Mayelralaith' (10 def, 7 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +2% Resistance +7% acid +9% temporal +3% blight +6% fire +6% cold +7% lightning Crit Resistance 5.00% Knockbk Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Cyrebeth' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Spell save +9 (+3 eff.) Mind save +3 (+2 eff.) other ------- Mana/turn +0.04 Mana-on-crit +2.00 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +2 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. |
Ebonyvagrant the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +3% Spellpower +23 (+8 eff.) When Hit 4 darkness defense ------ Defense +1 (+1 eff.) Spell save +12 (+4 eff.) other ------- Mana/turn +0.19 A pointy cloth hat, very wizardly... |
Frozenvagrant the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +3 Wil +1 Con offense ------ Damage +3% cold Ignore resists +5% physical When Hit 6 cold defense ------ Defense +1 (+1 eff.) Physical save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
Hathakath the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% temporal +11% light +3% fire +3% mind +10% darkness Unlife -20.00 life A cap made of leather. |
Tulastir the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag offense ------ Damage +3% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +9% fire A cap made of leather. |
Chudil the Shadecast2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness +9% mind When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Resistance +6% darkness Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Elerin the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +10.00% Damage +6% nature defense ------ Resistance +11% nature other ------- Max vim +20.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
focusing steel torque of psionic shield [power 47] (3/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Sewerterror' [power 116] (3/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Defense +5 (+3 eff.) Resistance +1% physical other ------- Max stamina +30.00 Sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Daimudur the ash wand of shielding [power 200] (3/20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +3% mind +9% lightning Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 32% for 2 turns. 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rurutropy the Doomelf Cultist of Entropy level 10
23rd Haze 122nd year of Ascendancy at 09:44 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Rurutropy the Doomelf Cultist of Entropy level 21
70th Haze 122nd year of Ascendancy at 06:25 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Rurutropy the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 13:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rurutropy the Doomelf Cultist of Entropy level 10
10th Haze 122nd year of Ascendancy at 14:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rurutropy the Doomelf Cultist of Entropy level 20
68th Haze 122nd year of Ascendancy at 16:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rurutropy the Doomelf Cultist of Entropy level 6
3rd Haze 122nd year of Ascendancy at 04:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rurutropy the Doomelf Cultist of Entropy level 6
4th Haze 122nd year of Ascendancy at 14:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rurutropy the Doomelf Cultist of Entropy level 15
44th Haze 122nd year of Ascendancy at 01:36 see stats
Log
Veloth the dremling is doomed to ruin!
Veloth the dremling is doomed to treason!
Veloth the dremling's supercharge is fading.
Prophecy of Ruin from Rurutropy hits Rurutropy for 1 healing, 2 healing, 6 healing, 6 healing (0 total damage) [14 healing].
Epidemic from Herald of oblivion hits Veloth the dremling for 28 blight damage.
Nihil from Rurutropy hits Veloth the dremling for 56 temporal damage.
Entropic Gift from Rurutropy hits Veloth the dremling for 14 temporal, 16 darkness (29 total damage).
Dark Whispers from Rurutropy hits Veloth the dremling for 59 darkness damage.
Rurutropy loses 8 health to the entropy.
A void star appears around Rurutropy.
Bleeding from Veloth the dremling hits Herald of oblivion for 33 physical damage.
Melee retaliation hits Herald of oblivion for 5 physical, 5 physical (9 total damage).
Herald of oblivion hits Veloth the dremling for 40 physical damage.
Herald of oblivion killed Veloth the dremling!
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Rurutropy loses 8 health to the entropy.
Talent Netherblast is ready to use.
Talent Rift Cutter is ready to use.
Talent Black Monolith is ready to use.
Bleeding from Veloth the dremling hits Herald of oblivion for 36 physical damage.
Rurutropy's void star absorbs the damage from White jelly's Slime Spit, converting it into entropy!
Rurutropy is recovering from the damage!
Rurutropy slows down.
White jelly's Slime Spit hits Rurutropy for (53 to entropy), 139 nature (139 total damage).
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Rurutropy picks up (r.): mossy mindstar of balance (2-3 power, 12 apr, nature damage).
White jelly's Slime Spit hits Rurutropy for 132 nature damage.
Rurutropy the level 22 doomelf cultist of entropy was slimed to death by a white jelly on level 2 of The Maze.
































































































