









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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 1.5.0Official 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:
Improved Combat Text v2 1.5.10Description 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: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.5Quality 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 1.5.10This 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 50 / 647% |
| Size | medium |
| Lifes / Deaths | Killed by daelach at level 50 on the 27th Dusk 123rd year of Ascendancy at 08:40 / 3Killed by Argoniel at level 50 on the 27th Dusk 123rd year of Ascendancy at 10:16 Killed by Argoniel at level 50 on the 27th Dusk 123rd year of Ascendancy at 10:18 |
Primary Stats
| Strength | 114 (base 61) |
| Dexterity | 105 (base 66) |
| Constitution | 59 (base 30) |
| Magic | 76 (base 60) |
| Willpower | 23 (base 10) |
| Cunning | 70 (base 16) |
Resources
| Life | -917/1537 |
| Positive | 197/197 |
| Stamina | 321/334 |
| Healing Factor | 1.52096069869 |
| Regeneration | 12.243733624452 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 43.22431398015 |
| See Invisible | 64.22431398015 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 62 |
| Crit Chance | 62% |
| APR | 95 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 162 |
| Accuracy | 62 |
| Crit Chance | 62% |
| APR | 83 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 25% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Light | +3% |
| Temporal | +8% |
| Fire | +9% |
| Physical | +36% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Acid | +22% |
| Physical | +35% |
| All | +12% |
Defense: Base
| Armour (hardiness) | -14.209092642278 (69.309173272933%) |
| Defense | 61 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 55 |
| Spell Save | 48 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 41%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 5% |
| Confusion Resistance | 44% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 77% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 306.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 375 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 153.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 66 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 600 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Duelist | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Technique / Battle tactics | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 0.90 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Parrying melee and ranged attacks: Has a 71% chance to deflect up to 39 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target has been splashed with acid, taking 33.63 acid damage per turn, reducing armour by 48 and attack by 42. Acid Splash |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Xerurewe the snow giant. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Glyna the bee swarm. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivogathra the ghoul. Escort: repented thief (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2142. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | CloudbringerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Fatigue: -2% Effects on melee hit: * 31% chance to daze at end of turn Damage when hit (Melee): 23 fire Changes stats: +1 Cun / +5 Dex Changes resistances: +7% fire Changes resistances penetration: +12% all Light radius: +10 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On hands | Zetir (0 def, 6 armour) =disperse=Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Damage (Melee): 12 arcane / 9 temporal Damage (Ranged): 11 temporal Changes stats: +8 Wil / +8 Mag Changes resistances: +7% arcane / +10% temporal Changes damage: +8% temporal Mana each turn: +0.28 Only die when reaching: -80.00 life Maximum life: +40.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +20% Damage (Melee): +24 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Zidig the Prismclamor (dig speed 15 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 31% chance to blind Changes stats: +8 Str Changes resistances: +3% light / +6% acid Changes resistances penetration: +10% acid Changes damage: +3% light Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+7 eff.) Maximum life: +82.00 Lowers spell cool-downs by: 10% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Scumweeper the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +18 Dex / +20 Cun / +6 Con Changes resistances: +15% nature Changes damage: +6% nature Grants telepathy: Humanoid/Orc Maximum encumbrance: +40 Spell save: +17 (+6 eff.) Maximum stamina: +35.00 Maximum hate: +2.00 Rings can have magical properties. |
| On fingers | Radhalen the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 19 bleed Changes stats: +10 Str / +4 Wil / +10 Cun / +10 Con Changes resistances: +9% blight / +32% cold / +6% fire Changes damage: +16% cold Stun/Freeze immunity: +60% Teleport immunity: +20% Life regen: +4.40 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Damage Shield penetration: +30% It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
| Around neck | Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | voratun dagger 'Torchtrial' (148% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +21 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +43% When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +21 Defense: +12 (+3 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +6% nature / +12% fire Changes resistances penetration: +23% physical Changes damage: +12% physical / +9% fire Disarm immunity: +38% Mental crit. chance: +2% Sharp, short and deadly. |
| Around waist | Lisulenn the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +6 Dex / +3 Wil / +3 Cun Changes damage: +9% physical Critical mult.: +11.00% Only die when reaching: -80.00 life Maximum life: +40.00 See invisible: +15 Healing mod.: +20% A belt that goes around your waist. |
| In off hand | Glemira the Charpiety (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to disease Damage (Melee): +20 blight Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Defense: +12 (+3 eff.) Changes resistances: +6% blight Critical mult.: +16.00% Spell save: +6 (+2 eff.) Cut immunity: +10% Disarm immunity: +38% Pinning immunity: +5% Sharp, short and deadly. |
| Cloak | Camumas (20 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +4 Defense: +20 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Dex Changes resistances: +12% acid Physical save: +15 (+5 eff.) Life regen: +0.40 Stamina each turn: +0.60 Maximum life: +30.00 Maximum stamina: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (+7 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 13 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
voratun amulet 'Lisora'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +14 Mag / +5 Con Changes resistances penetration: +5% physical Changes damage: +8% physical / +8% temporal / +5% light / +7% darkness Critical mult.: +9.00% Physical save: +6 (+2 eff.) Life regen: +2.10 Maximum life: +65.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of phasing (170% power, 25 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +84% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun dagger of amnesia (146% power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun longsword of nature (153% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% When wielded/worn: Changes resistances: +10% all Changes resistances penetration: +15% acid / +15% nature Life regen: +1.80 Sharp, long, and deadly. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+15 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 133 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk robe of lightning (+27%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +27% lightning Changes damage: +18% lightning Mental save: +30 (+14 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of blight (+19%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +19% blight Changes damage: +20% arcane / +19% blight Maximum mana: +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.eldritch pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Wil / +6 Mag Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +4% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+12 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+9 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 20 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.grounding drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% lightning / +14% temporal A cap made of leather. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Rod of Recall (2/2)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, costing 134 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. |
Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 454.10 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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), costing 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. |
Falikhad [power 36] (20 cooldown) =tp=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% temporal It can be used to teleport randomly (rad 36), putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Too Sexy For My Body the Skeleton Marauder level 31
6th Allure 123rd year of Ascendancy at 14:57 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Too Sexy For My Body the Skeleton Marauder level 47
4th Mirth 123rd year of Ascendancy at 12:43 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Too Sexy For My Body the Skeleton Marauder level 35
28th Regrowth 123rd year of Ascendancy at 02:44 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Too Sexy For My Body the Skeleton Marauder level 41
45th Pyre 123rd year of Ascendancy at 01:10 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Too Sexy For My Body the Skeleton Marauder level 33
7th Regrowth 123rd year of Ascendancy at 06:49 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Too Sexy For My Body the Skeleton Marauder level 27
74th Haze 122nd year of Ascendancy at 03:21 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Too Sexy For My Body the Skeleton Marauder level 8
1st Summertide 122nd year of Ascendancy at 17:26 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Too Sexy For My Body the Skeleton Marauder level 33
4th Regrowth 123rd year of Ascendancy at 23:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Too Sexy For My Body the Skeleton Marauder level 30
2nd Decay 122nd year of Ascendancy at 12:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Too Sexy For My Body the Skeleton Marauder level 19
6th Haze 122nd year of Ascendancy at 07:58 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Too Sexy For My Body the Skeleton Marauder level 50
10th Flare 123rd year of Ascendancy at 06:29 see stats
Headbanger (Insane (Roguelike) difficulty)
Headbanged 20 bosses to death.By Too Sexy For My Body the Skeleton Marauder level 19
6th Haze 122nd year of Ascendancy at 08:53 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Too Sexy For My Body the Skeleton Marauder level 24
23rd Haze 122nd year of Ascendancy at 18:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Too Sexy For My Body the Skeleton Marauder level 10
8th Flare 122nd year of Ascendancy at 15:36 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Too Sexy For My Body the Skeleton Marauder level 20
11st Haze 122nd year of Ascendancy at 12:14 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Too Sexy For My Body the Skeleton Marauder level 30
2nd Decay 122nd year of Ascendancy at 08:54 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Too Sexy For My Body the Skeleton Marauder level 40
34th Pyre 123rd year of Ascendancy at 05:49 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Too Sexy For My Body the Skeleton Marauder level 50
8th Flare 123rd year of Ascendancy at 23:04 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Too Sexy For My Body the Skeleton Marauder level 49
8th Flare 123rd year of Ascendancy at 08:05 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Too Sexy For My Body the Skeleton Marauder level 46
71st Pyre 123rd year of Ascendancy at 09:47 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Too Sexy For My Body the Skeleton Marauder level 17
53rd Dusk 122nd year of Ascendancy at 17:52 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Too Sexy For My Body the Skeleton Marauder level 45
68th Pyre 123rd year of Ascendancy at 18:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Too Sexy For My Body the Skeleton Marauder level 29
1st Decay 122nd year of Ascendancy at 21:23 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Too Sexy For My Body the Skeleton Marauder level 33
5th Regrowth 123rd year of Ascendancy at 02:30 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Too Sexy For My Body the Skeleton Marauder level 31
4th Allure 123rd year of Ascendancy at 12:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Too Sexy For My Body the Skeleton Marauder level 8
4th Flare 122nd year of Ascendancy at 15:59 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Too Sexy For My Body the Skeleton Marauder level 49
8th Flare 123rd year of Ascendancy at 01:20 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Too Sexy For My Body the Skeleton Marauder level 17
56th Dusk 122nd year of Ascendancy at 17:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Too Sexy For My Body the Skeleton Marauder level 10
1st Dusk 122nd year of Ascendancy at 00:09 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Too Sexy For My Body the Skeleton Marauder level 25
46th Haze 122nd year of Ascendancy at 18:09 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Too Sexy For My Body the Skeleton Marauder level 37
67th Regrowth 123rd year of Ascendancy at 22:39 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Too Sexy For My Body the Skeleton Marauder level 17
56th Dusk 122nd year of Ascendancy at 01:57 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Too Sexy For My Body the Skeleton Marauder level 20
14th Haze 122nd year of Ascendancy at 02:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Too Sexy For My Body the Skeleton Marauder level 14
22nd Dusk 122nd year of Ascendancy at 03:31 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Too Sexy For My Body the Skeleton Marauder level 50
27th Dusk 123rd year of Ascendancy at 08:41 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Too Sexy For My Body the Skeleton Marauder level 31
3rd Allure 123rd year of Ascendancy at 19:50 see stats
Log
Too Sexy For My Body has finished recovering.
Too Sexy For My Body deactivates Numbing Poison.
Too Sexy For My Body deactivates Crippling Poison.
Too Sexy For My Body no longer revels in blood quite so much.
Too Sexy For My Body deactivates Total Thuggery.
Too Sexy For My Body is free from the acid.
Too Sexy For My Body is free from the hex.
Too Sexy For My Body wears (replacing drakeskin leather cap 'Gloraganne' (0 def, 9 armour)): Fanged Collar.
Strange... You're pretty sure you died, but you're still here. It does feel like something important is missing, however. Your neck also feels incredibly sore and you have a splitting headache. Somehow, you get the subtle impression that you shouldn't look in a mirror anytime soon.
Too Sexy For My Body uses Dual Strike.
Too Sexy For My Body is covered in acid!
Argoniel resists the stunning strike!
Too Sexy For My Body hits Argoniel for 221 physical, 11 blight, 5 temporal, 1 arcane, 4 physical, 2 fire, 326 physical, 5 temporal, 1 arcane, 4 physical (580 total damage).
Argoniel receives 86 healing from Temporal Restoration Field.
Thunderstorm hits Too Sexy For My Body for 77 lightning damage.
Argoniel casts Dark Surprise.
Argoniel performs a melee critical strike against Too Sexy For My Body!
Argoniel performs a melee critical strike against Too Sexy For My Body!
Too Sexy For My Body shrugs off the critical damage!
Too Sexy For My Body loses sight!
Something misses Too Sexy For My Body.
Something misses Too Sexy For My Body.
Argoniel receives 123 healing.
Argoniel hits Too Sexy For My Body for 374 darkness, 12 fire, 213 blight, 12 fire (611 total damage).
Too Sexy For My Body hits Argoniel for 23 fire, 23 fire (46 total damage).
Too Sexy For My Body recovers sight.
Too Sexy For My Body has recovered!
Talent Rune: Heat Beam is ready to use.
Saving game...














































































































