Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.10This 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Frendlier Fire 1.5.5 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. Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: 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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | MajWhitehoof |
Class | Cultist of Entropy |
Level / Exp | 21 / 85% |
Size | medium |
Lifes / Deaths | Killed by Polurekira the rattlesnake at level 6 on the 2nd Mirth 122nd year of Ascendancy at 12:24 0 / 6Killed by Mayera the grannor'vor at level 17 on the 5th Decay 122nd year of Ascendancy at 15:37 Killed by Grand Corruptor at level 21 on the 55th Regrowth 123rd year of Ascendancy at 03:51 Killed by Mayera the grannor'vor at level 21 on the 63rd Regrowth 123rd year of Ascendancy at 21:07 Killed by Urkis, the High Tempest at level 21 on the 65th Regrowth 123rd year of Ascendancy at 10:07 Killed by Urkis, the High Tempest at level 21 on the 65th Regrowth 123rd year of Ascendancy at 14:33 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 51 (base 40) |
Magic | 54 (base 50) |
Willpower | 7 (base 10) |
Cunning | 24 (base 15) |
Resources
Life | -12/612 |
Insanity | 67/100 |
Healing Factor | 1.4982805429864 |
Regeneration | 11.611674208145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Stealth | 6 |
See Invisible | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 25 |
Accuracy | 20 |
Crit Chance | 13% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 14 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +9% |
Temporal | +8% |
Blight | +13% |
Darkness | +18% |
Fire | +26% |
All | +3% |
Offense: Damage Penetration
Darkness | +8% |
Physical | +10% |
Temporal | +8% |
Defense: Base
Armour (hardiness) | 37.752717759957 (38%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 25 |
Mental Save | 19 |
Defense: Resistances
Acid | + 3%( 70%) |
Light | + 21%( 70%) |
Nature | + 6%( 70%) |
Darkness | + 15%( 70%) |
Physical | + 6%( 70%) |
Fire | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 50.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Grand Oration |
talent | Revelation |
detrimental effect | The target is wasting away from entropic forces, taking 1 damage per turn. Entropic Wasting |
beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects. The target cannot teleport or heal while frozen. 180 HP on the iceblock remaining. Frozen |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
beneficial effect | The target has 10 increased saves and defense, and 8% increased critical chance. 5 Jinx |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. The fortress's current energy level is: 9. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed red crystal shard. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Halagen the pair of rough leather boots (0 def, 1 armour) Halagen the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue -4% Resists +3% acid +9% darkness +6% nature Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 0/25. 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 117.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.40 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. |
On head | Zubyma the cashmere wizard hat (2 def, 6 armour) Zubyma the cashmere wizard hat (2 def, 6 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire Res.pen +10% physical Acc +4 (+2 eff.) ----- def ----- Armour +6 Defense +2 (+0 eff.) Resists +19% fire Max.HP +30.00 ---------- misc Stam/turn +2.00 A pointy cloth hat, very wizardly... |
Tool | Glowgrit the steel torque of charged psionic shield [power 55] (26/20 cooldown) Glowgrit the steel torque of charged psionic shield [power 55] (26/20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +3% light Acc +2 (+1 eff.) Apr +5 ----- def ----- Armour +2 ---------- misc Max.stam +25.00 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 55 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | sneakthief's steel ring of sensing sneakthief's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings can have magical properties. |
Around waist | nightruned rough leather belt of the mystic nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.3 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 103.95 physical damage to all targets in line, and inflicting bleeding for another 51.98 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | Brightgash the hardened leather gloves (0 def, 12 armour) Brightgash the hardened leather gloves (0 def, 12 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +3% light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +12 Hardiness +8% Resists +15% light +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | troll-hide cured leather armour (2 def, 4 armour) troll-hide cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +30.00 HP.reg +5.60 Heal.mod +10% A suit of armour made of leather. |
Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful gold amulet of healing restful gold amulet of healing0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.90 Heal.mod +12% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 284 over 5 turns) regeneration infusion of the titan (heal 284 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 10; power 27; dur 3) phase door rune of the titan (range 10; power 27; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 10; power 28; dur 3) phase door rune of the titan (range 10; power 28; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 6; power 19; dur 4) phase door rune of the warrior (range 6; power 19; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 11; power 26; dur 4) phase door rune of the wizard (range 11; power 26; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 ability. |
shielding rune of the psychic (absorb 95 for 5 turns) shielding rune of the psychic (absorb 95 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 95 damage for 5 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 ability. Press to compare to your current inscriptions |
teleportation rune of the titan (range 74) teleportation rune of the titan (range 74)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
starlit copper amulet of dexterity (+2) starlit copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets can have magical properties. |
starlit copper amulet of dexterity (+3) starlit copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +13% light +11% darkness Blind- +23% Amulets can have magical properties. |
mindweaver's steel amulet mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+6 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +11% Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Shadebait Shadebait0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Mind.crit +1% Crit.mult +20.00% Dmg.mod +6% mind +3% darkness Acc +4 (+2 eff.) ----- def ----- Mind.save +30 (+15 eff.) Rings can have magical properties. |
copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
psionicist's copper ring of power psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+5 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+6 eff.) ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+6 eff.) Rings can have magical properties. |
pixie's steel ring of power pixie's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Phys.pwr +5 (+5 eff.) Spell.pwr +13 (+4 eff.) Mind.pwr +7 (+6 eff.) Rings can have magical properties. |
rogue's steel ring of sensing rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+0 eff.) Blind- +24% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +27.00 Disarm- +20% Pinning- +20% Knockbk- +25% Rings can have magical properties. |
warrior's steel ring of clarity warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +5 (+3 eff.) Confus- +20% Rings can have magical properties. |
ash vilestaff of might (111% power, 3 apr, darkness element) ash vilestaff of might (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash vilestaff (111% power, 3 apr, blight element) infernal ash vilestaff (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +19.00% Spell.pwr +11 (+4 eff.) Melee+ 15 fire Dmg.mod +15% blight ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rhegrim the yew vilestaff (120% power, 4 apr, fire element) Rhegrim the yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 acid On Crit.r2 +4 acid While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +16.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -6% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel battleaxe (126% power, 2 apr) chilling steel battleaxe (126% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 127% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 cold Massive two-handed battleaxes. |
steel greatsword 'Toxinbolt' (129% power, 2 apr) steel greatsword 'Toxinbolt' (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Nature Power 129% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 temporal +7 nature +12 fire On Hit.r1 +4 nature On Hit: * Slows global speed by 20% While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +15% nature Massive two-handed swords. |
steel mace (111% power, 3 apr) steel mace (111% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+7 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 20.87 to 26.09 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
focusing woollen robe of power (0 def, 0 armour) focusing woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +6% all ---------- misc Mana/turn +0.16 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Adyrata' (4 def, 5 armour) woollen robe 'Adyrata' (4 def, 5 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +3 Mag +4 Cun +3 Con dps ---------- Dmg.mod +8% light ----- def ----- Armour +5 Defense +4 (+0 eff.) Fatigue -8% Resists +7% light +6% darkness Max.HP +36.00 ---------- misc Light +4 Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating steel plate armour of stability (4 def, 9 armour) rejuvenating steel plate armour of stability (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Defense +4 (+0 eff.) Fatigue +22% Resists +6% physical Phys.save +13 (+7 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.80 A suit of armour made of metal plates. |
sand rough leather gloves of strength (+3) (0 def, 7 armour) sand rough leather gloves of strength (+3) (0 def, 7 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+5 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour) umbral rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +5% darkness ----- def ----- Armour +1 Resists +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 122.57 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
linen wizard hat 'Brodyrak' (1 def, 0 armour) linen wizard hat 'Brodyrak' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +6% fire +18% acid A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 20.02 to 60.05 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
4 agate 4 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. |
9 ametrine 9 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. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
8 aquamarine 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 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. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx 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. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+3 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. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
157 alchemist agate 157 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. |
brass lantern 'Tulakath' brass lantern 'Tulakath'2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun +3 Dex ----- def ----- Crit.dmg- 15.00% Blind- +23% Confus- +12% ---------- misc Light +6 See.Stealth +6 See.Invis +25 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of clarity bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +5 See.Stealth +14 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 38 turns) 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
quick iron torque of thermal psionic shield [power 17] (26/14 cooldown) quick iron torque of thermal psionic shield [power 17] (26/14 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 17 for 7 turns Puts all charms on 14 cooldown Torques are made by powerful psionics to store psionic powers. |
Gloruvea the Smearransom [power 53] (26/20 cooldown) Gloruvea the Smearransom [power 53] (26/20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +9 Str dps ---------- Dmg.mod +6% nature Res.pen +10% nature Melee Ret 4 nature ----- def ----- Resists +2% physical ---------- misc Stam/turn +0.40 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 53 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Radiancevalor the ash totem of thorny skin [power 29] (26/20 cooldown) Radiancevalor the ash totem of thorny skin [power 29] (26/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% light Melee Ret 16 light 4 darkness On Hit (Melee): * 30% chance to blind ---------- misc Light +3 Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Cloudresolve' [power 74] (26/20 cooldown) dragonbone totem of thorny skin 'Cloudresolve' [power 74] (26/20 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +9% blight Spell.save +6 (+3 eff.) ---------- misc Wards +1 acid +2 nature +3 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
ash wand of conjuration 'Huregen' [power 157] (26/10 cooldown) ash wand of conjuration 'Huregen' [power 157] (26/10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Apr +1 Melee Ret 4 physical ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +2 Void Blast Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Eber the MajWhitehoof Cultist of Entropy level 21
55th Regrowth 123rd year of Ascendancy at 06:28 see stats
By Eber the MajWhitehoof Cultist of Entropy level 12
40th Haze 122nd year of Ascendancy at 21:29 see stats
By Eber the MajWhitehoof Cultist of Entropy level 16
4th Decay 122nd year of Ascendancy at 15:21 see stats
By Eber the MajWhitehoof Cultist of Entropy level 21
42nd Regrowth 123rd year of Ascendancy at 20:57 see stats
By Eber the MajWhitehoof Cultist of Entropy level 10
2nd Flare 122nd year of Ascendancy at 19:14 see stats
By Eber the MajWhitehoof Cultist of Entropy level 20
33rd Regrowth 123rd year of Ascendancy at 06:40 see stats
By Eber the MajWhitehoof Cultist of Entropy level 12
15th Haze 122nd year of Ascendancy at 05:14 see stats
By Eber the MajWhitehoof Cultist of Entropy level 6
4th Mirth 122nd year of Ascendancy at 01:57 see stats
By Eber the MajWhitehoof Cultist of Entropy level 17
10th Regrowth 123rd year of Ascendancy at 03:43 see stats
By Eber the MajWhitehoof Cultist of Entropy level 17
9th Allure 123rd year of Ascendancy at 12:32 see stats
By Eber the MajWhitehoof Cultist of Entropy level 16
4th Decay 122nd year of Ascendancy at 18:35 see stats
Log
Talent Essence Reave is ready to use.
You are unable to move!
Eber casts Switch.
Eber is not dazed anymore.
Eber's spell attains critical power!
Eber is encased in ice!
Something hits Eber for (1 resist armour), 206 cold (206 total damage).
Eber loses 6 health to the entropy.
Talent Dark Whispers is ready to use.
Nihil from Eber hits Iceblock for 5 temporal damage.
Dark Whispers from Eber hits Iceblock for 15 darkness damage.
Bleeding from Eber hits Iceblock for 16 physical damage.
Eber casts Reverse Entropy.
Eber's is no longer wasting away.
Eber casts Essence Reave.
Eber rends the essence of Eber, restoring 1 void shards!
Eber is wasting away!
Eber hits Iceblock for 69 temporal, 67 darkness (135 total damage).
Eber loses 0 health to the entropy.
Nihil from Eber hits Iceblock for 6 temporal damage.
Dark Whispers from Eber hits Iceblock for 14 darkness damage.
Bleeding from Eber hits Iceblock for 15 physical damage.
Eber casts Controlled Chaos.
The spell fizzles!
Eber's demonfire area effect hits Iceblock for 33 fire, 30 fire (62 total damage).
Eber's void star absorbs the damage from Something, converting it into entropy!
Saving game...