












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.6.7Official 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:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.6.0Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.6.0This 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 Ashes of Urh'Rok 1.6.7Official 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:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Archmage |
| Level / Exp | 23 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Ivynne the sandworm at level 23 on the 68th Haze 122nd year of Ascendancy at 23:21 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 62 (base 53) |
| Willpower | 51 (base 44) |
| Cunning | 11 (base 11) |
Resources
| Life | -350/407 |
| Mana | 97/334 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 3.5314130434783 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| Stealth | 19.403420266882 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 7 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +17% |
| Light | +9% |
| Darkness | +22% |
| Lightning | +17% |
| Fire | +70% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Fire | +41% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 11.058671593568 (30%) |
| Defense | 22 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 32 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 23%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 49%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 23%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Bleed Resistance | 20% |
| Confusion Resistance | 40% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
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 334 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1000% for 10 turns (86 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Burning Wake |
| talent | Arcane Power |
| talent | Feather Wind |
| talent | Wildfire |
| talent | Shielding |
| beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| detrimental effect | Target is being assailed by an automated saw blade that cuts its flesh for 50.99 physical damage each turn and silences it. When the effect expires, the saw will explode for 280.21 fire damage and fly back to its source, pulling the target with it (up to 9 tiles). Explosive Saw |
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 tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed minotaur nose. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Geretha the Stormworth (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +6% acid Melee Ret 8 acid 2 lightning ----- def ----- Armour +1 Resists +3% blight Silence- +21% Confus- +20% Stun/Frz- +20% A pair of boots made of leather. |
| Light source | Ce'Namira2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% blight Max.HP +41.00 Stun/Frz- +10% ---------- misc Stam/turn +2.00 Max.stam +10.00 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 | Elenihor the Lustrepython (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Mag dps ---------- Dmg.mod +11% lightning Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Light +3 Infravis +2 A pointy cloth hat, very wizardly... |
| Tool | soothing yew wand of shielding [power 248] (17/20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 351 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Velusevena0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid +3% nature +5% arcane Heal.mod +15% Confus- +20% Rings can have magical properties. |
| On fingers | titan's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Phys.save +6 (+6 eff.) Rings can have magical properties. |
| Around waist | Shockrage1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +8% lightning +6% temporal +1% physical Spell.save +6 (+3 eff.) Max.HP +40.00 Cut- +20% A belt that goes around your waist. |
| In main hand | shimmering elven-wood magestaff of might (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.17 Max.mana +55.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves 'Voryra' (0 def, 3 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +3 Resists +12% acid +5% fire +3% cold +1% physical Max.HP +20.00 Def/telep +10 Res/telep +10% Dur/telep +10% 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 | focusing cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +8% blight +11% all Max.HP +45.00 HP.reg +2.40 Heal.mod +15% ---------- misc Mana/turn +0.19 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Kilnborn the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% fire +17% darkness +9% light Res.pen +10% darkness Melee Ret 8 arcane 4 light ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +9% fire Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Torublek the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +12% lightning Die.at -80.00 life Stun/Frz- +20% Amulets can have magical properties. |
Inventory
shatter afflictions rune of the wizard (absorb 134; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 134 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 287; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 397; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 397 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acidic dwarven-steel battleaxe of daylight (33-49.5 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 33.0 - 49.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +20% Undead On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of daylight (34-51 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 34.0 - 51.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +13% Undead While equipped: dps ---------- Res.pen +10% physical Acc +12 (+12 eff.) Apr +7 Massive two-handed battleaxes. |
flaming dwarven-steel dagger (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 21.0 - 27.3 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire Sharp, short and deadly. |
caustic dwarven-steel greatsword of projection (34.5-55.2 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego++] Nature/Psionic Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +27 acid +7 nature On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +12% acid +9% nature Apr +10 Massive two-handed swords. |
Spiderlord the steel longsword (18-25.2 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Psionic Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 darkness +16 nature Against +9% Living On Hit.r1 +8 nature While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% lightning ---------- misc Light +3 Sharp, long, and deadly. |
chilling dwarven-steel longsword of daylight (24-33.6 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 light +14 cold Against +10% Undead Sharp, long, and deadly. |
flaming dwarven-steel mace of erosion (30-42 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Nature Power 30.0 - 42.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +6 fire Blunt and deadly. |
Ulidoldir (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +6.00% Mind.pwr +6 (+3 eff.) All.spd +4% Melee+ 5 fire Dmg.mod +7% lightning +7% fire +8% physical +7% cold Res.pen +6% fire ----- def ----- Defense +11 (+6 eff.) Resists +9% fire Mind.save +6 (+3 eff.) Max.HP +60.00 Disease- +20% Pinning- +23% ---------- misc 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. |
gifted thorny mindstar (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ---------- misc 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. |
vined mindstar (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc 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. |
Issidotir the Strikerace (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +9% lightning +15% fire Res.pen +15% mind Melee Ret 10 mind ---------- misc Equi/ret +0.12 Hate/m.crit +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff (24-28.8 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+4 eff.) Dmg.mod +24% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
strafer's dwarven-steel steamgun of tinkering (+2)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Steampwr +5 (+5 eff.) Acc +7 (+7 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltdash the steel waraxe (21-29.4 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 lightning On Crit.r2 +16 acid While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 4 lightning ----- def ----- Resists +12% darkness One-handed war axes. |
Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon Reqs Str 42 [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+26 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+4 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
regal cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getamantir the Cinderschism (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +12% physical +25% fire Res.pen +10% fire Acc +10 (+10 eff.) ----- def ----- Resists +28% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of nature (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belugorig the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +7% blight ----- def ----- Armour +3 Resists +6% blight +7% fire +7% cold Max.HP +60.00 Heal.mod +5% Disease- +28% Silence- +10% ---------- misc Spell.cld 10% A pair of boots made of leather. |
blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+4 eff.) Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
insulating hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold A cap made of leather. |
mindwoven cashmere wizard hat of frost (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +18% cold ---------- misc Psi/turn +0.15 A pointy cloth hat, very wizardly... |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
cured leather armour of command (12 def, 8 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +7% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of stability (13 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +4 Str +3 Dex ----- def ----- Armour +6 Defense +13 (+7 eff.) Fatigue +8% Resists +6% physical Phys.save +24 (+15 eff.) A suit of armour made of leather. |
Nodudir (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Nature/Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+8 eff.) Dmg.mod +6% mind Apr +6 ----- def ----- Armour +16 Fatigue +22% Resists +23% cold +10% physical Phys.save +19 (+12 eff.) Max.HP +67.00 HP.reg +7.00 Heal.mod +16% ---------- misc Stam/turn +3.00 A suit of armour made of metal plates. |
dwarven-steel plate armour of the deep (0 def, 13 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +8% acid +8% cold ---------- misc Breathe water A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +6% acid +6% cold HP.reg +3.30 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs - Shield usage training Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
169 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Berehor2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phasing +30% ----- def ----- Spell.save +3 (+2 eff.) Max.HP +40.00 ---------- misc Vim/s.crit +1.00 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 146.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 146.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
barbed pouch of steel shots (16/16, 25.5-30.6 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Master Power 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +11.5% Capacity 16 On Crit: * Wound the target dealing 30 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
evasive dwarven-steel torque of mindblast [power 225] (17/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 191 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 105] (17/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 89 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Xeriba' [power 105] (17/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +4 Mag +1 Con dps ---------- Dmg.mod +6% physical ----- def ----- Die.at -40.00 life ---------- misc Stam/turn +2.00 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 89 physical damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (17/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Belath' [power 25] (17/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +6% light Max.HP +60.00 Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of psionic shield [power 71] (17/25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 71 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (17/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 99 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Tarrurakath [power 278] (17/20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +10 Resists +6% cold +5% arcane +9% darkness Disease- +20% Create a shield absorbing up to 393 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Farrentig, Archmage the Doomelf Archmage level 21
54th Haze 122nd year of Ascendancy at 05:08 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Farrentig, Archmage the Doomelf Archmage level 6
77th Pyre 122nd year of Ascendancy at 21:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Farrentig, Archmage the Doomelf Archmage level 10
25th Dusk 122nd year of Ascendancy at 03:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Farrentig, Archmage the Doomelf Archmage level 20
11st Haze 122nd year of Ascendancy at 10:52 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Farrentig, Archmage the Doomelf Archmage level 21
13rd Haze 122nd year of Ascendancy at 13:36 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Farrentig, Archmage the Doomelf Archmage level 21
43rd Haze 122nd year of Ascendancy at 21:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Farrentig, Archmage the Doomelf Archmage level 6
2nd Mirth 122nd year of Ascendancy at 10:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Farrentig, Archmage the Doomelf Archmage level 10
27th Dusk 122nd year of Ascendancy at 03:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Farrentig, Archmage the Doomelf Archmage level 16
67th Dusk 122nd year of Ascendancy at 19:47 see stats
Log
Farrentig, Archmage is dazed!
Ivynne the sandworm hits Farrentig, Archmage for (163 absorbed), (64 absorbed), 0 physical, (6 absorbed), 0 nature, (51 absorbed), 0 physical, (6 absorbed), 0 nature (0 total damage).
Melee retaliation hits Ivynne the sandworm for 7 acid, 3 light, 6 arcane, 1 lightning, 7 acid, 3 light, 6 arcane, 1 lightning (34 total damage).
Farrentig, Archmage is not dazed anymore.
Explosive Saw from Ivynne the sandworm hits Farrentig, Archmage for (41 absorbed), 0 physical (0 total damage).
Ivynne the sandworm uses Block.
Farrentig, Archmage deactivates Corruption of the Doomed.
Farrentig, Archmage turns into a dúathedlen!
Explosive Saw from Ivynne the sandworm hits Farrentig, Archmage for (41 absorbed), 0 physical (0 total damage).
Ivynne the sandworm uses Shield Pummel.
Ivynne the sandworm performs a melee critical strike against Farrentig, Archmage!
Farrentig, Archmage deactivates Disruption Shield.
Farrentig, Archmage's disruption shield collapses and then explodes in a powerful manastorm!
Ivynne the sandworm performs a melee critical strike against Farrentig, Archmage!
Farrentig, Archmage resists the shield bash!
Ivynne the sandworm hits Farrentig, Archmage for (264 absorbed), (366 mana), 0 physical, 6 nature, 752 physical (757 total damage).
Melee retaliation hits Ivynne the sandworm for (7 blocked), 0 acid, (3 blocked), 0 light, (6 blocked), 0 arcane, (1 blocked), 0 lightning, (7 blocked), 0 acid, (3 blocked), 0 light, (6 blocked), 0 arcane, (1 blocked), 0 lightning (0 total damage).
Farrentig, Archmage the level 23 doomelf archmage was stabbed to death by Ivynne the sandworm on level 4 of Sandworm lair.
--------------------------------
Farrentig, Archmage is no longer transformed.
Farrentig, Archmage deactivates Shielding.
Farrentig, Archmage deactivates Stone Skin.
Farrentig, Archmage deactivates Wildfire.
Farrentig, Archmage deactivates Feather Wind.
Farrentig, Archmage deactivates Arcane Power.
Farrentig, Archmage deactivates Burning Wake.
Farrentig, Archmage is no longer out of phase.
The saw embedded in Farrentig, Archmage flies back its source.












































































































