









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Beluda the rogue sapper at level 23 on the 31st Haze 122nd year of Ascendancy at 04:21 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 17 (base 12) |
| Magic | 78 (base 53) |
| Willpower | 59 (base 40) |
| Cunning | 19 (base 12) |
Resources
| Mana | 129/537 |
| Equilibrium | 10 |
| Life | -22/483 |
| Positive | 96/116 |
| Paradox | 397 |
| Soul | 11/12 |
| Healing Factor | 1.062941519274 |
| Regeneration | 0.26573537981849 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 16 |
| Crit Chance | 4% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Cold | +10% |
| Darkness | +12% |
| Blight | +45% |
| Arcane | +33% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +25% |
| Cold | +8% |
| Arcane | +40% |
| Fire | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 22.177854745234 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 1 |
| Physical Save | 17 |
| Spell Save | 35 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 24%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 29%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 29%( 70%) |
| Darkness | + 32%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Knockback Resistance | 23% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| 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 399 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 32 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Arcane | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Lisuvena the midge swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 Possessed. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots 'Searward' (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Armour +2 ---------- misc Max.vim +10.00 Infravis +2 A pair of boots made of leather. |
| Light source | Tulademalar the Brightwhisper2.0 T1 lite [Rare] Nature While equipped: dps ---------- S.pwr/crit +2 Dmg.mod +3% acid +3% blight Res.pen +15% arcane +5% fire Melee Ret 6 acid ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Biromidig (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight Res.pen +25% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal ---------- misc Max.mana +60.00 A cap made of leather. |
| Tool | ash wand of shielding 'Manudunabar' [power 200] (18/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- S.pwr/crit +10 Dmg.mod +18% blight Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | solipsist's copper ring of misery0.1 T1 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Melee+ 8 physical Ranged+ 10 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +8 (+5 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Dimcut the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% arcane +12% darkness Res.pen +5% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +5 (+4 eff.) Spell.save +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 10/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 111.50 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Fuluregohad the Dimidol (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +3% arcane Res.pen +10% darkness +20% arcane Melee Ret 4 darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Barkedge the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% fire Res.pen +15% nature Melee Ret 2 nature ----- def ----- Resists +12% temporal +10% light +10% darkness Blind- +27% Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, lightning, cold, mind, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 lightning, 4 cold, 4 mind, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 67; dur 4; cd 23)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 67.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 210; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 4 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. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 36; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 48; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.14 Max.mana +21.00 Amulets make your neck look great! |
rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +4 (+2 eff.) Resists +22% lightning Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +30% Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 184.75 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (369). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm magestaff (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm vilestaff of illumination (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Defense +5 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +30.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 97.39 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword of shearing (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +19 (+11 eff.) Apr +9 Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 32 While equipped: ----- def ----- Disease- +21% Massive two-handed swords. |
iron mace 'Nasin' (20-27 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +9% mind ----- def ----- Mind.save +15 (+8 eff.) ---------- misc Light +3 Blunt and deadly. |
Broduregorig (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 mind On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: Stats +2 Wil dps ---------- Spell.pwr +20 (+5 eff.) Res.pen +25% arcane +6% all Acc +7 (+5 eff.) Apr +6 One-handed war axes. |
warbringer's steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego+] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+7 eff.) Res.pen +6% physical ----- def ----- Disarm- +13% One-handed war axes. |
dwarven-steel waraxe of rage (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +8 (+5 eff.) One-handed war axes. |
Eremarach the Splendourglamour (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to reduce armor by 42% * 25% chance for lightning to strike from the target to a second target dealing 115 damage While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +6% fire Spell.save +9 (+4 eff.) Mind.save +12 (+6 eff.) Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 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 dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 164.06 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. |
steady elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +3.0% Acc +9 (+6 eff.) Longbows are used to shoot arrows at your foes. |
Flowerwedge the ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+9 eff.) Melee Ret 8 nature ----- def ----- Armour +4 Resists +6% mind +3% darkness +6% light Phys.save +3 (+3 eff.) Spell.save +6 (+3 eff.) Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of fire4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +7 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+5 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
acidic quiver of ash arrows of accuracy (15/15, 22-31 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 15 On Crit: * Splash the target with acid dealing 192 damage over 5 turns and reducing armor and accuracy by 24 Arrows are used with bows to pierce your foes to death. |
Durukalthovon the dwarven-steel shield (0 def, 13 armour, 139 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 16 physical damage over 5 turns (1/turn) ----- def ----- Armour +13 Fatigue +8% Phys.save +7 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +5.00 Wards +4 lightning +5 temporal +3 darkness +5 fire +5 nature +5 blight +4 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
stargazer's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +6% light +7% darkness ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +7% arcane +12% temporal ----- def ----- Resists +11% all ---------- misc Max.mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold +10% light +10% darkness A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cured leather armour 'Bilekiller' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +2 Dex +4 Cun +5 Con dps ---------- Dmg.mod +6% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +19% fire Crit.chn- 15.00% ---------- misc Infravis +2 A suit of armour made of leather. |
enlightening steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+6 eff.) Max.HP +28.00 A suit of armour made of mail. |
radiant dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +17% blight +19% fire +16% darkness ---------- misc Light +2 A suit of armour made of mail. |
Galeresolve the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Cun dps ---------- Phys.pwr +4 (+4 eff.) Dmg.mod +3% lightning +3% physical ----- def ----- Armour +2 Spell.save +5 (+2 eff.) Die.at -40.00 life ---------- misc See.Invis +12 Size +1 A belt that goes around your waist. |
rough leather belt 'Venomtooth'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 52% ----- def ----- Resists +6% lightning +7% temporal +3% nature A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blazebringer' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +3% temporal +3% darkness Max.HP +32.00 Heal.mod +15% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
Belireda the Blastrazor (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +25 (+9 eff.) Dmg.mod +9% mind ----- def ----- Armour +7 Fatigue +2% Resists +7% acid +6% fire +15% lightning +7% cold ---------- misc Psi/ret +0.20 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 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
563 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Kyrin the Shinepeal2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% light +15% temporal ----- def ----- Resists +6% acid +3% light Max.HP +48.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
watchleader's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +42.00 Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +7 See.Invis +5 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of gale force [power 160] (18/15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Glareidol the elm wand of conjuration [power 105] (18/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Acc +20 (+11 eff.) ----- def ----- Resists +1% physical Mind.save +3 (+2 eff.) ---------- misc Light +1 Fire a magical bolt dealing 128 fire damage Puts all charms on 15 cooldown 100% to increase all damage penetration 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. |
Lightninglore [power 122] (18/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +6% cold +3% acid Res.pen +15% cold Melee Ret 4 lightning ----- def ----- Resists +3% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 105] (18/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 108 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 110] (18/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of lightning storm [power 116] (18/15 cooldown)2.0 T1 wand charm [Ego] Arcane 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 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By GIDEON THE ALL KNOWING the Cornac Adventurer level 22
28th Haze 122nd year of Ascendancy at 00:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By GIDEON THE ALL KNOWING the Cornac Adventurer level 10
7th Mirth 122nd year of Ascendancy at 10:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By GIDEON THE ALL KNOWING the Cornac Adventurer level 20
4th Haze 122nd year of Ascendancy at 06:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By GIDEON THE ALL KNOWING the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 18:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By GIDEON THE ALL KNOWING the Cornac Adventurer level 13
22nd Dusk 122nd year of Ascendancy at 04:58 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By GIDEON THE ALL KNOWING the Cornac Adventurer level 19
3rd Haze 122nd year of Ascendancy at 02:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By GIDEON THE ALL KNOWING the Cornac Adventurer level 18
60th Dusk 122nd year of Ascendancy at 14:54 see stats
Log
A shield forms around GIDEON THE ALL KNOWING.
GIDEON THE ALL KNOWING casts Manathrust.
GIDEON THE ALL KNOWING forces the iceblock to shatter.
GIDEON THE ALL KNOWING is free from the ice.
GIDEON THE ALL KNOWING hits Iceblock for 22 blight, 11 physical (32 total damage).
Melee retaliation hits Iceblock for 6 darkness, 9 acid, 40 cold, 3 nature (56 total damage).
GIDEON THE ALL KNOWING loses 2 health to the entropy.
You feel the edges of spacetime begin to ripple and bend!
GIDEON THE ALL KNOWING stops burning.
Talent Aether Beam is ready to use.
Shards of metal explode from Beluda the rogue sapper's shield!
GIDEON THE ALL KNOWING starts to bleed.
Your shield crumbles under the damage!
The shield around GIDEON THE ALL KNOWING crumbles.
GIDEON THE ALL KNOWING converts damage to paradox!
Beluda the rogue sapper hits GIDEON THE ALL KNOWING for (3 dissipated), (8 absorbed), 0 fire, (3 dissipated), (8 absorbed), 0 light, (10 dissipated), (24 absorbed), 0 physical (0 total damage).
Beluda the rogue sapper's freezing trap's ice area effect hits GIDEON THE ALL KNOWING for (11 dissipated), (11 absorbed), (4 converted), 9 cold (9 total damage).
GIDEON THE ALL KNOWING's desolate waste area effect hits Beluda the rogue sapper for (21 blocked), 0 cold (0 total damage).
GIDEON THE ALL KNOWING's desolate waste area effect hits Beluda the rogue sapper for (21 blocked), 0 cold (0 total damage).
GIDEON THE ALL KNOWING's desolate waste area effect hits Beluda the rogue sapper for (21 blocked), 0 cold (0 total damage).
Beluda the rogue sapper uses Dual Strike.
Beluda the rogue sapper performs a melee critical strike against GIDEON THE ALL KNOWING!
GIDEON THE ALL KNOWING is on fire!
GIDEON THE ALL KNOWING shrugs off the effect 'Brainlocked'!
GIDEON THE ALL KNOWING is stunned!
Beluda the rogue sapper performs a melee critical strike against GIDEON THE ALL KNOWING!
GIDEON THE ALL KNOWING converts damage to paradox!
Beluda the rogue sapper hits GIDEON THE ALL KNOWING for (51 dissipated), (62 converted), 145 physical, (8 dissipated), (5 converted), 13 fire, (51 dissipated), (49 converted), 114 physical (272 total damage).
Melee retaliation hits Beluda the rogue sapper for 0 darkness, 2 acid, 26 cold, 0 nature, 0 darkness, 0 acid, 9 cold, 0 nature (36 total damage).
GIDEON THE ALL KNOWING the level 23 cornac adventurer was swiped to death by Beluda the rogue sapper on level 3 of The Maze.










































































































