










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Cultist of Entropy |
| Level / Exp | 15 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by orc grand master assassin at level 15 on the 63rd Dusk 122nd year of Ascendancy at 04:22 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 28 (base 28) |
| Magic | 47 (base 41) |
| Willpower | 13 (base 10) |
| Cunning | 26 (base 15) |
Resources
| Life | -71/418 |
| Insanity | 70/100 |
| Healing Factor | 1.1363636363637 |
| Regeneration | 78.511363636368 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 7 |
| Crit Chance | 18% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Temporal | +5% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +18% |
| Darkness | +23% |
Defense: Base
| Armour (hardiness) | 16.462006559679 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 6 |
| Physical Save | 13 |
| Spell Save | 29 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 16%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 16%( 70%) |
| Temporal | + 15%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 324 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Madness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| detrimental effect | The target is wasting away from entropic forces, taking 12.54 damage per turn. Entropic Wasting |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases spell critical chance by 4%. At 5 stacks, next Nether spell is empowered. 2 Halo of Ruin |
| beneficial effect | A flow of life spins around the target, regenerating 64.84 life per turn. Regeneration |
| detrimental effect | The target is poisoned, taking 81.58 nature damage per turn. Damage dealt is reduced by 21%. Poison damage also hits adjacent targets for 50%. Deadly Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target has 1 increased saves and defense, and 1% increased critical chance. 1 Jinx |
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. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. Eleneldir the pair of rough leather boots (0 def, 1 armour) (On feet)]Eleneldir the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes resistances: +12%(-) lightning / +5%(-) temporal Knockback immunity: +20% (-) Only die when reaching: -20.00 life (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A pair of boots made of leather. |
| On hands | [vs. Isladhelaith the Blazepiercer (5 def, 1 armour) (On hands)]Isladhelaith the Blazepiercer (5 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +5 (+5 eff.) (-) Fatigue: +1% (-) Damage when hit (Melee): 6(-) light Changes stats: +2(-) Dex Changes resistances: +3%(-) nature / +3%(-) fire Life regen: +2.00 (-) Stamina each turn: +0.50 (-) Maximum stamina: +11.00 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | [vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]iron helm 'Branivor' (10 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +10 (+10 eff.) (-) Fatigue: +5% (-) Changes resistances: +6%(-) fire / +6%(-) darkness / +6%(-) cold Changes damage: +3%(-) mind Silence immunity: +10% (-) Life regen: +2.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Isayamira the elm wand of conjuration [power 105] (15 cooldown) (Tool)]Isayamira the elm wand of conjuration [power 105] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Changes stats: +4(-) Str / +2(-) Mag Changes resistances penetration: +10%(-) temporal Infravision radius: +2 (-) See invisible: +3 (-) It can be used to fire a magical bolt dealing 83 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Spell save: +4 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)]copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-2) Mag Spell save: +0 (+0 eff.) (-4 (-2 eff.)) Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of resilience (Around waist)]rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Maximum life: +31.00 (-) A belt that goes around your waist. |
| Main armor | [vs. Murkmalice (0 def, 0 armour) (Main armor)]Murkmalice (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +3%(-) acid / +12%(-) physical / +7%(-) all Changes resistances penetration: +15%(-) darkness Changes damage: +12%(-) physical Spell save: +9 (+4 eff.) (-) Mental save: +9 (+4 eff.) (-) Maximum life: +40.00 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | [vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]cruel elm starstaff (100% power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% (-) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +6% (-) Staves designed for wielders of magic, by the greats of the art. |
| Cloak | [vs. resilient linen cloak of protection (1 def, 0 armour) (Cloak)]resilient linen cloak of protection (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +5 (+2 eff.) (-) Maximum life: +31.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 (-) Light radius: +6 (-) 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. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the psychic (die at -182; dur 5; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -182 life. The duration and life will increase by 1% for every 1% life you have lost (currently 394 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 432%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 432% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the wizard (heal 292; 16 cd)] (on body, 1 of 2)]This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 60; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13(-4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60(-239) life over 5(-) turns. Its effects scale with your -Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.wild infusion (res 17%; mental; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the titan (range 4; phase 14; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the warrior (range 5; phase 11; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. wizard's copper ring (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. wizard's copper ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Spell save: +4 (+2 eff.) (-) Stun/Freeze immunity: +22% Life regen: +2.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. elm magestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) darkness / +10% fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. elm magestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) darkness / +10% fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. short elm magestaff (100% power, 2 apr, lightning element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% lightning / +0%(-10%) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +1% (-5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. truestriking iron battleaxe of crippling (108% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% (+8%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+9 eff.) Armour penetration: +7 Physical crit. chance: +9.0% Changes resistances penetration: +10% physical Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-6%) Massive two-handed battleaxes. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming iron dagger of crippling (100% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (+0%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +5.0% Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. slime-covered iron dagger of persecution (101% power, 5 apr) Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% (+1%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 5% chance to slow global speed by 38% Damage against: +5% Unnatural When wielded/worn: Changes stats: +2 Wil Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. thought-forged iron dagger of erosion (98% power, 5 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% (-1%) Range: 1.3x (+0.1x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 (+3) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 11% chance to reduce all saves and defense by 13 Damage (Melee): +7 mind / +5 nature When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-6%) Sharp, short and deadly. |
[vs. cruel elm starstaff (100% power, 2 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. penetrating ash longbow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +0 (-2) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +0%(-10%) darkness Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-6%) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (19/19, 110% power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.exposing iron shield (0 def, 2 armour, 22 block) Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 13 Effects when hit in melee: * 12% chance to reduce all saves and defense by 13 Talent granted: +1 Block Handheld deflection devices. |
[vs. Murkmalice (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Samendur the linen robe (0 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 19 Changes resistances: +16%(+13%) acid / +0%(-12%) physical / +6% darkness / +3% lightning / +7%(-) all Changes resistances penetration: +0%(-15%) darkness Changes damage: +11% acid / +0%(-12%) physical Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Maximum life: +0.00 (-40.00) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Murkmalice (0 def, 0 armour) (Main armor)]Shadebore the linen robe (2 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +0%(-3%) acid / +0%(-12%) physical / +7%(-) all Changes resistances penetration: +0%(-15%) darkness Changes damage: +9% darkness / +0%(-12%) physical Reduces incoming crit damage: 10.00% Physical save: +16 (+11 eff.) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Maximum life: +0.00 (-40.00) Infravision radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Murkmalice (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing rough leather armour of clarity (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +0%(-3%) acid / +0%(-12%) physical / +11% blight / +10% nature / +6% mind / +0%(-7%) all Changes resistances penetration: +0%(-15%) darkness Changes damage: +0%(-12%) physical Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +12 (+6 eff.) (+3 (+2 eff.)) Maximum life: +0.00 (-40.00) A suit of armour made of leather. |
[vs. Murkmalice (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of spell shielding (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +0%(-3%) acid / +0%(-12%) physical / +11% light / +11% darkness / +5% arcane / +0%(-7%) all Changes resistances penetration: +0%(-15%) darkness Changes damage: +0%(-12%) physical Spell save: +10 (+5 eff.) (+1 (+1 eff.)) Mental save: +0 (+0 eff.) (-9 (-4 eff.)) Maximum life: +0.00 (-40.00) A suit of armour made of leather. |
[vs. rough leather belt of resilience (Around waist)]rough leather belt of unlife Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight Maximum life: +0.00 (-31.00) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. resilient linen cloak of protection (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Boltnoon the linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 13 Changes resistances: +3% lightning / +12% cold / +6% mind / +6% acid Changes damage: +3% acid Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Maximum life: +0.00 (-31.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Eleneldir the pair of rough leather boots (0 def, 1 armour) (On feet)]Eridar (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Changes stats: +2 Str / +3 Mag / +2 Con Changes resistances: +0%(-12%) lightning / +3% physical / +5% arcane / +0%(-5%) temporal Knockback immunity: +0% (-20%) Only die when reaching: +0.00 life (+20.00 life) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. Eleneldir the pair of rough leather boots (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +6%(-6%) lightning / +5%(-) temporal Knockback immunity: +0% (-20%) Only die when reaching: +0.00 life (+20.00 life) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Isladhelaith the Blazepiercer (5 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Dex Changes resistances: +0%(-3%) nature / +0%(-3%) fire Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-11.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Isladhelaith the Blazepiercer (5 def, 1 armour) (On hands)]temporal hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (+1) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Fatigue: +0% (-1%) Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Dex / +3 Mag Changes resistances: +6% temporal / +0%(-3%) nature / +0%(-3%) fire Changes damage: +4% arcane / +5% temporal Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-11.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]Glacierworm the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes stats: +4 Con / +1 Mag Changes resistances: +19% lightning / +0%(-6%) fire / +0%(-6%) darkness / +0%(-6%) cold Changes resistances penetration: +10% cold Changes damage: +11% lightning / +12% cold / +0%(-3%) mind Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) Infravision radius: +1 A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]clarifying linen wizard hat of time (+10%) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes stats: +2 Cun Changes resistances: +0%(-6%) cold / +0%(-6%) fire / +0%(-6%) darkness / +10% temporal Changes damage: +0%(-3%) mind / +10% temporal Mental save: +6 (+3 eff.) Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes resistances: +0%(-6%) fire / +0%(-6%) darkness / +0%(-6%) cold Changes damage: +0%(-3%) mind Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes resistances: +0%(-6%) fire / +0%(-6%) darkness / +0%(-6%) cold Changes damage: +0%(-3%) mind Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat of frost (+16%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes resistances: +0%(-6%) fire / +0%(-6%) darkness / +16%(+10%) cold Changes damage: +0%(-3%) mind / +11% cold Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing linen wizard hat of corrosion (+18%) (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) (-9 (-9 eff.)) Fatigue: +0% (-5%) Changes stats: +3 Wil Changes resistances: +18% acid / +0%(-6%) fire / +0%(-6%) darkness / +0%(-6%) cold Changes damage: +12% acid / +0%(-3%) mind Physical save: +5 (+5 eff.) Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A pointy cloth hat, very wizardly... |
[vs. iron helm 'Branivor' (10 def, 3 armour) (On head)]Lustreminister the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +13 (+10 eff.) Armour: +3 (-) Defense: +0 (+0 eff.) (-10 (-10 eff.)) Fatigue: +5% (-) Damage when hit (Melee): 2 light Changes stats: +2 Str / +5 Dex / +4 Con Changes resistances: +0%(-6%) fire / +0%(-6%) darkness / +0%(-6%) cold Changes damage: +0%(-3%) mind Critical mult.: +5.00% Silence immunity: +0% (-10%) Life regen: +0.00 (-2.00) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. bright brass lantern of health (Light source)]Iceroar Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Con Changes resistances: +6% cold Maximum life: +0.00 (-42.00) Light radius: +6 (-) 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. |
[vs. bright brass lantern of health (Light source)]This item will automatically be transmogrified when you leave the level. brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-42.00) Light radius: +3 (-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. |
[vs. Isayamira the elm wand of conjuration [power 105] (15 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 10 draining blight Changes stats: +0(-4) Str / +0(-2) Mag Changes resistances penetration: +0%(-10%) temporal Changes damage: +5% blight Infravision radius: +0 (-2) See invisible: +0 (-3) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ctrit the Shalore Cultist of Entropy level 10
7th Mirth 122nd year of Ascendancy at 11:40 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ctrit the Shalore Cultist of Entropy level 2
75th Pyre 122nd year of Ascendancy at 19:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ctrit the Shalore Cultist of Entropy level 9
5th Mirth 122nd year of Ascendancy at 21:12 see stats
Log
Melee retaliation hits Orc grand master assassin for 5 light, 3 light (8 total damage).
Ctrit casts Rune: Shielding.
A shield forms around Ctrit.
Ctrit casts Netherblast.
Orc grand master assassin performs a melee critical strike against Ctrit!
Orc grand master assassin hits Ctrit for (42 absorbed), 0 physical, (49 absorbed), 0 physical, (6 absorbed), 0 darkness (0 total damage).
Melee retaliation hits Orc grand master assassin for 4 light, 3 light (7 total damage).
Ctrit's Netherblast hits Orc grand master assassin for 56 temporal, 58 darkness (114 total damage).
Ctrit loses 4 health to the entropy.
Your shield crumbles under the damage!
The shield around Ctrit crumbles.
Deadly Poison from Orc grand master assassin hits Ctrit for (3 absorbed), 40 nature (40 total damage).
Ctrit casts Rift Cutter.
Ctrit hits Orc grand master assassin for 63 darkness damage.
Orc grand master assassin performs a melee critical strike against Ctrit!
Orc grand master assassin performs a melee critical strike against Ctrit!
Orc grand master assassin hits Ctrit for 90 physical, 40 physical, 6 darkness (135 total damage).
Melee retaliation hits Orc grand master assassin for 3 light, 3 light (6 total damage).
Ctrit loses 11 health to the entropy.
Talent Netherblast is ready to use.
Deadly Poison from Orc grand master assassin hits Ctrit for 81 nature damage.
Ctrit uses Infusion: Regeneration.
Ctrit starts regenerating health quickly.
Orc grand master assassin activates Insidious Poison.
Orc grand master assassin deactivates Numbing Poison.
Orc grand master assassin performs a melee critical strike against Ctrit!
Orc grand master assassin roars triumphantly.
Saving game...














































































