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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 20 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Glorarin the rogue at level 20 on the 25th Iron 123rd year of Ascendancy at 07:29 / 1 |
Primary Stats
| Strength | 18 (base 15) |
| Dexterity | 18 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 55 (base 48) |
| Willpower | 10 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -46/537 |
| Insanity | 16/100 |
| Vim | 152/176 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 5.4457700482518 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 27.507429148833 |
| See Invisible | 27.507429148833 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 45 |
| Crit Chance | 9% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +37% |
| Nature | +14% |
| Fire | +12% |
| Blight | +12% |
| Arcane | +4% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +32% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 20 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 28 |
| Mental Save | 32 |
Defense: Resistances
| Mind | + 11%( 70%) |
| Lightning | + 19%( 70%) |
| Nature | + 23%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 17%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 32% |
| Disarm Resistance | 0% |
| Confusion Resistance | 71% |
| Silence Resistance | 64% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 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 Constitution stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
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 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 successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. 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 skeleton mage skull. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +20% Stun Resist +21% other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
| Light source | Wildfoe2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% nature defense ------ Resistance +6% lightning +12% cold +3% nature other ------- Light +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. |
| On head | linen wizard hat 'Voruserille' (1 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +16% nature +3% lightning Life +20.00 Life Regen +2.00 Pinning Resist +10% Stun Resist +20% Teleport Resist +10% A pointy cloth hat, very wizardly... |
| Tool | Pitchwake the elm wand of conjuration [power 105] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +20% darkness defense ------ Armor +2 Resistance +3% darkness Physical save +6 (+4 eff.) Unlife -40.00 life Silence Resist +20% Fire a magical bolt dealing 105 lightning damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+4 eff.) defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Voryvena the Pitchbliss0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun offense ------ Damage +3% darkness +3% mind Ignore resists +5% darkness defense ------ Defense +8 (+4 eff.) Resistance +6% mind Life Regen +3.00 Silence Resist +23% Stun Resist +20% other ------- Mana/turn +0.15 Rings make your fingers look great! |
| Around waist | Unlightraven the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +5 Lck offense ------ Damage +15% darkness +12% fire When Hit 2 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Stealth +5 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
| In main hand | steel longsword 'Xanobremira' (124% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 124% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 darkness Damage Against +8% Living While equipped: Stats +4 Cun offense ------ Damage +3% mind Ignore resists +7% all Accuracy +10 (+3 eff.) Ignore Armor +5 On-Hit (Melee): * 10% chance to slow global speed by 42% defense ------ Mind save +3 (+1 eff.) Sharp, long, and deadly. |
| On hands | umbral rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 darkness Damage +4% darkness +4% arcane defense ------ Armor +1 Resistance +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+3 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 56.28 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | Yvessra the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Wil +2 Cun offense ------ Spell Crit +1% Spellpower +15 (+5 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +1 (+1 eff.) Spell save +9 (+4 eff.) Mind save +3 (+1 eff.) other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Arcnaught'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +3% darkness defense ------ Defense +5 (+3 eff.) Resistance +6% lightning +11% temporal Pinning Resist +22% Knockbk Resist +21% other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 465%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 465% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 179; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 179 damage for 3 turns. 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 spell talent. |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% mind Confus Resist +23% Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +10% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
copper ring 'Delydig'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Dex +1 Cun +3 Con offense ------ Ignore resists +5% arcane defense ------ Resistance +5% arcane Spell save +11 (+5 eff.) other ------- Max stamina +13.00 Infravision +2 Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
rogue's copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Silence Resist +21% other ------- Mana/turn +0.13 Rings make your fingers look great! |
rogue's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% cold defense ------ Defense +6 (+3 eff.) Resistance +20% cold Rings make your fingers look great! |
rogue's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +6 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
Scaldtooth (126% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 126% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 darkness On-Hit, radius 1 +12 fire On-crit, radius 2 +19 lightning +14 cold While equipped: offense ------ Move Speed +36% Ignore resists +17% lightning +13% cold When Hit 2 fire defense ------ Resistance +18% light Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Glyremina' (152% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +4 mind On Critical: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +1 Cun offense ------ Mindpower +15 (+8 eff.) Damage +9% mind Ignore resists +10% physical Accuracy +14 (+5 eff.) Ignore Armor +10 Massive two-handed battleaxes. |
steel greatmaul of massacre (148% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Master Weapon Damage 148% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
slime-covered steel greatsword of massacre (142% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 42% Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Weapon Damage 160% Range: 1.0x-1.6x Uses 129% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
steel longsword 'Hurekalthodor' (111% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +7% Unnatural On Hit: * 20 arcane resource burn While equipped: Stats +6 Con +8 Wil offense ------ Ignore resists +7% physical Accuracy +8 (+3 eff.) Ignore Armor +5 On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% fire Spell save +3 (+1 eff.) Life +10.00 Sharp, long, and deadly. |
truestriking steel longsword of dampening (115% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Disrupt/Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+2 eff.) Ignore Armor +5 defense ------ Resistance +8% acid +11% lightning +9% fire +8% cold +4% all Spell save +6 (+3 eff.) Sharp, long, and deadly. |
Cleansebloom the steel waraxe (120% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 120% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire While equipped: Stats +1 Con offense ------ Physical Power +6 (+3 eff.) Damage +12% nature +3% acid Ignore resists +6% physical defense ------ Resistance +6% acid Disarm Resist +15% One-handed war axes. |
Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 151.00 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
gifted vined mindstar (83% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 83% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +8 (+4 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
truestriking steel steamsaw (110% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 110% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% physical Accuracy +5 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
acidic dwarven-steel steamsaw of erosion (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Steamtech Weapon Damage 126% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +5 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Phoenixnail (12/12, 108% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 108% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +1 Critical Rate +4.0% Capacity 12 On-ranged-hit +20 fire On-Hit, radius 1 +20 nature On-crit, radius 2 +4 fire On Hit: * 20% chance to slow global speed by 42% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Umbraspawner' (21/21, 149% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 149% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +8 darkness On-Hit, radius 1 +12 mind On-crit, radius 2 +4 darkness +20 mind On Hit: * 20% chance to reduce damage dealt by 14% Shots are used with slings to pummel your foes to death. |
focusing woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.15 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Normal] While equipped: defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Murkminister1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +5 Dex +2 Mag offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Resistance +3% nature Physical save +6 (+4 eff.) A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +7% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Willowpower the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str offense ------ Mind Crit +5% Damage +6% nature defense ------ Mind save +6 (+3 eff.) Life +34.00 other ------- Max hate +8.00 A belt that goes around your waist. |
linen cloak 'Sunbraid' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Ignore resists +5% mind +10% fire When Hit 4 temporal On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Defense +1 (+1 eff.) Resistance +15% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beruregorin the Lightqueller (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +7% temporal +6% light Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Aerurekan' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Cun +2 Wil offense ------ Critical power +5.00% Mindpower +5 (+3 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Glowwasp the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 5 lightning Damage +3% lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +3% fire Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Light +1 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. |
Neruwyn (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil +1 Con offense ------ On-Hit 8 physical Damage +4% physical Accuracy +6 (+2 eff.) defense ------ Armor +8 Fatigue +3% Physical save +17 (+9 eff.) Spell save +5 (+2 eff.) Mind save +18 (+8 eff.) Disarm Resist +47% other ------- Hate-on-crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 nature Damage +4% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature 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. |
linen wizard hat 'Aeruletha' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% mind +3% fire Unlife -80.00 life Silence Resist +20% Disarm Resist +10% A pointy cloth hat, very wizardly... |
Falaromirand (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +8 Cun offense ------ Mindpower +4 (+2 eff.) Damage +6% temporal defense ------ Armor +1 Fatigue +1% Resistance +3% temporal other ------- Light +3 A cap made of leather. |
Xatta (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +6 Con offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +6% temporal A cap made of leather. |
iron helm 'Anahor' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +2 Mag +3 Wil offense ------ Ignore resists +10% physical When Hit 2 physical defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% Resistance +5% blight Mind save +7 (+3 eff.) other ------- See Invisibility +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of the depths (0 def, 4 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +5% Resistance +5% cold other ------- Infravision +1 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+3 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+4 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Blazebane2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% mind Life +41.00 Blind Resist +10% Disease Resist +20% Silence Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cyrebreba the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+4 eff.) Ignore Armor +1 defense ------ Armor +2 Defense +30 (+11 eff.) Physical save +9 (+5 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
steel torque of clear mind 'Aerogas' [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Str +2 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Physical save +6 (+4 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
quick elm totem of healing [power 98] (9 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Arelle the Blindvagrant [power 116] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Ignore resists +10% darkness Accuracy +5 (+2 eff.) When Hit 4 acid defense ------ Resistance +4% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asimi the Drem Writhing One level 10
24th Dearth 122nd year of Ascendancy at 07:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asimi the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 11:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Asimi the Drem Writhing One level 20
1st Iron 123rd year of Ascendancy at 09:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Asimi the Drem Writhing One level 18
10th Shortage 122nd year of Ascendancy at 22:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Asimi the Drem Writhing One level 13
36th Dearth 122nd year of Ascendancy at 23:59 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Asimi the Drem Writhing One level 20
25th Iron 123rd year of Ascendancy at 07:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asimi the Drem Writhing One level 6
19th Voratun 122nd year of Ascendancy at 16:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Asimi the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 05:29 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asimi the Drem Writhing One level 16
3rd Loss 122nd year of Ascendancy at 11:41 see stats
Log
In a frenzy Decaying devourer bites at Betysemira the giant red ant!
Betysemira the giant red ant is cut deeply.
Decaying devourer hits Glorarin the rogue for 39 physical damage.
Decaying devourer hits Betysemira the giant red ant for 72 physical damage.
Decaying devourer hits Glorarin the rogue for 62 physical damage.
Burning from Glorarin the rogue hits Decaying devourer for 9 fire damage.
Bleeding from Glorarin the rogue hits Decaying devourer for 2 physical damage.
Melee retaliation hits Decaying devourer for 0 arcane damage.
Melee retaliation hits Decaying devourer for 0 arcane damage.
Bleeding from Glorarin the rogue hits Decaying devourer for 3 physical damage.
Burning from Glorarin the rogue hits Decaying devourer for 12 fire damage.
Burning from Glorarin the rogue hits Decaying devourer for 14 fire damage.
Bleeding from Glorarin the rogue hits Decaying devourer for 2 physical damage.
Decaying devourer killed Glorarin the rogue!
--------------------------------
Asimi casts Rune: Shatter Afflictions.
Asimi's armour is more intact.
A shield forms around Asimi.
Asimi uses Infusion: Movement.
Asimi is moving at extreme speed!
Betysemira the giant red ant hits Decaying devourer for 40 physical, 22 physical (63 total damage).
Greater Weapon Focus from Betysemira the giant red ant hits Decaying devourer for 20 physical damage.
--------------------------------
Your shield crumbles under the damage!
The shield around Asimi crumbles.
Bleeding from Glorarin the rogue hits Asimi for (8 absorbed), 22 physical (22 total damage).
Burning from Giant red ant hits Asimi for (35 absorbed), 0 fire (0 total damage).
Asimi the level 20 drem writhing one was mutilated to death by Glorarin the rogue on level 1 of The Maze.
--------------------------------
Decaying devourer no longer revels in blood quite so much.
































































































