









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 | 25 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Ariba the polar bear at level 21 on the 75th Haze 122nd year of Ascendancy at 08:39 / 2Killed by Vorydassra the eternal bone giant at level 25 on the 8th Regrowth 123rd year of Ascendancy at 23:50 |
Primary Stats
| Strength | 13 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 31 (base 12) |
| Magic | 101 (base 55) |
| Willpower | 37 (base 12) |
| Cunning | 53 (base 47) |
Resources
| Mana | 141/401 |
| Equilibrium | 0 |
| Vim | 201/221 |
| Life | -264/418 |
| Negative | 32/122 |
| Stamina | 235/240 |
| Soul | 5/10 |
| Healing Factor | 1.4258714593978 |
| Regeneration | 11.763439540032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | -3.5527136788005E-15 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 7 |
| Crit Chance | 16% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +23% |
| Arcane | +37% |
| Cold | +32% |
| All | 0% |
| Darkness | +18% |
| Lightning | +23% |
| Mind | +15% |
| Fire | +23% |
| Nature | +15% |
Offense: Damage Penetration
| Blight | +25% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 31 (67%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 42 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Light | + 20%( 70%) |
| Nature | + 42%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 22%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 605 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 51 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% 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. |
Class Talents
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Corruption / Blight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 23), reducing damage dealt by 40%. Invisibility |
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 injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Xerumina the degenerated skeleton warrior. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | pair of rough leather boots 'Borodugas' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +1 Wil dps ---------- Mind.crit +5% Crit.mult +5.00% ----- def ----- Armour +1 Resists +6% blight HP.reg +3.00 Heal.mod +11% A pair of boots made of leather. |
| Light source | Frostpain the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +3 Mag +6 Wil +4 Cun +2 Con dps ---------- Dmg.mod +9% cold Res.pen +10% all Apr +8 ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Decayed Visage (0 def, 6 armour)1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +13 Mag dps ---------- Spell.crit +6% Dmg.mod +17% blight +14% arcane Melee Ret 10 vim draining blight ----- def ----- Armour +6 Mind.save +6 (+3 eff.) ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 24, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| Tool | steel torque of psionic shield 'Yvonn' [power 43] (16/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% blight Res.pen +15% blight ----- def ----- Resists +6% blight Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+2 eff.) HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Zubolemira0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% ----- def ----- Crit.chn- 10.00% Phys.save +10 (+5 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.16 Light +3 See.Invis +12 Rings make your fingers look great! |
| Around waist | spiritwalker's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +9 Mag +4 Wil dps ---------- Spell.crit +3% ---------- misc Mana/turn +0.19 Max.mana +22.00 A belt that goes around your waist. |
| In main hand | Daimesta the Nightstreak (23-28 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 23.0 - 27.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +23 (+5 eff.) S.pwr/crit +6 Dmg.mod +23% lightning +18% darkness +23% fire +23% arcane +23% cold ----- def ----- Resists +3% nature ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 21.85 to 26.22 cold damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | stone warden's hardened leather gloves of the starseeker (0 def, 9 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Cun +7 Con ----- def ----- Armour +9 Hardiness +7% Resists +7% physical +7% light +6% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 49.55 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Aderatta the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Defense +7 (+3 eff.) Crit.chn- 15.00% Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Poruma0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag ----- def ----- Defense +15 (+7 eff.) Resists +9% cold HP.reg +4.00 Heal.mod +15% Poison- +10% Confus- +10% Teleport- +20% Amulets make your neck look great! |
Inventory
manasurge rune of the psychic (regen 843% over 10 turns; mana 42; 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) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 843% for 10 turns (37 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Forestvagrant the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +25% nature Melee Ret 4 nature ----- def ----- Resists +3% acid +3% nature +3% light Spell.save +3 (+1 eff.) ---------- misc Masteries +0.12 Technique/Combat techniques Amulets make your neck look great! |
Scaldpunish the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +6% darkness +12% fire Mind.save +6 (+3 eff.) Confus- +11% ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
warmaker's copper amulet of magic (+5)0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Dex +3 Mag +4 Wil Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Bregodethel0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +3% blight +9% fire +3% darkness Crit.chn- 5.00% Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Emonn the Shiverwilder0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +10 (+8 eff.) Dmg.mod +12% mind Res.pen +20% cold ----- def ----- Resists +12% mind Rings make your fingers look great! |
Layuldatta the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +11 (+4 eff.) ----- def ----- Mind.save +18 (+9 eff.) ---------- misc Equi/ret +0.04 Max.hate +2.00 Max.psi +30.00 Rings make your fingers look great! |
mule's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+8 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Fatigue -5% ---------- misc Max.enc +20 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 143% 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! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
Blindimmortal (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master 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 +6% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) Dmg.mod +10% blight +3% mind ----- def ----- Resists +3% light +6% darkness +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] 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 (+0 eff.) Dmg.mod +10% darkness ----- def ----- Defense +5 (+2 eff.) ---------- misc 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 52.31 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. |
potent ash starstaff of might (17-20 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +8 (+2 eff.) Dmg.mod +17% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron dagger of rage (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Acc +6 (+6 eff.) Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+10 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
arcing dwarven-steel dagger of vileness (20-27 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 29 * 25% chance for lightning to strike from the target to a second target dealing 102 damage Sharp, short and deadly. |
balanced dwarven-steel dagger of erosion (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
flaming dwarven-steel dagger of crippling (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Sharp, short and deadly. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +8% acid +8% physical +10% cold +5% fire ----- def ----- Resists +10% acid +13% physical +13% darkness +13% fire +14% cold +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +26 (+13 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silayama the cured leather armour (6 def, 6 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +7% acid +7% cold +7% mind Mind.save +22 (+11 eff.) Max.HP +24.00 HP.reg +3.00 Heal.mod +10% ---------- misc Max.psi +10.00 Breathe water A suit of armour made of leather. |
cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +31.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
nimble hardened leather armour of Toknor (14 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+6 eff.) Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
Blindstake1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Res.pen +10% physical Apr +1 ----- def ----- Defense +5 (+2 eff.) Resists +6% light Crit.chn- 15.00% ---------- misc Mana/turn +0.11 Max.mana +20.00 A belt that goes around your waist. |
Nightcut the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Dex +1 Con dps ---------- Spell.crit +4% Dmg.mod +6% darkness ----- def ----- Fatigue -5% ---------- misc Max.enc +23 A belt that goes around your waist. |
Darktooth the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +5 Con dps ---------- Phys.pwr +6 (+6 eff.) Dmg.mod +21% darkness +9% blight Res.pen +25% blight ----- def ----- Phys.save +11 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Polygalaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Str +2 Mag +2 Wil dps ---------- Phys.pwr +10 (+8 eff.) Apr +1 ----- 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 (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. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Urthentir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Cun dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
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. |
Thunderreign the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun +2 Wil dps ---------- Melee+ 6 light Dmg.mod +4% light Res.pen +20% lightning ----- def ----- Armour +1 Resists +6% light 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. |
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. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +3% arcane +4% temporal ----- def ----- Armour +1 Resists +6% temporal 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. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
Daguvor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +3 A cap made of leather. |
rough leather cap 'Fogshine' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Wil +1 Cun +3 Con dps ---------- Phys.pwr +3 (+3 eff.) Dmg.mod +9% darkness ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
3 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
125 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. |
Polalrarin the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+11 eff.) Melee Ret 6 physical ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 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. |
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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Huroyablek (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Fatigue -5% Resists +3% darkness +3% temporal Die.at -40.00 life Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Anihad the Magmanigh [power 25] (16/25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% fire Res.pen +10% cold ----- def ----- Resists +3% cold +3% fire ---------- misc Hate/m.crit +5.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Koretir [power 110] (16/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +9% blight +2% physical Max.HP +20.00 Heal.mod +10% Blast the opponent's mind dealing 76 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zerekalthodil [power 206] (16/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind Acc +10 (+10 eff.) ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +3.00 Hate/m.crit +4.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By LOSING IN INSANE the Cornac Adventurer level 25
1st Regrowth 123rd year of Ascendancy at 11:13 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By LOSING IN INSANE the Cornac Adventurer level 25
3rd Regrowth 123rd year of Ascendancy at 08:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By LOSING IN INSANE the Cornac Adventurer level 10
7th Flare 122nd year of Ascendancy at 10:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By LOSING IN INSANE the Cornac Adventurer level 20
5th Haze 122nd year of Ascendancy at 07:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By LOSING IN INSANE the Cornac Adventurer level 22
2nd Decay 122nd year of Ascendancy at 23:12 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By LOSING IN INSANE the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By LOSING IN INSANE the Cornac Adventurer level 9
1st Summertide 122nd year of Ascendancy at 19:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By LOSING IN INSANE the Cornac Adventurer level 9
1st Flare 122nd year of Ascendancy at 08:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By LOSING IN INSANE the Cornac Adventurer level 24
1st Wintertide 123rd year of Ascendancy at 08:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By LOSING IN INSANE the Cornac Adventurer level 17
59th Dusk 122nd year of Ascendancy at 15:21 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By LOSING IN INSANE the Cornac Adventurer level 21
75th Haze 122nd year of Ascendancy at 08:39 see stats
Log
The shield around LOSING IN INSANE crumbles.
LOSING IN INSANE's spell attains critical power!
LOSING IN INSANE's spell attains critical power!
LOSING IN INSANE's spell attains critical power!
Hymn of Detection hits Vorydassra the eternal bone giant for (20 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Vorydassra the eternal bone giant for (4 absorbed), 0 cold, (6 absorbed), 0 darkness (0 total damage).
Raze hits Vorydassra the eternal bone giant for (6 absorbed), 0 darkness, (6 absorbed), 0 darkness, (2 absorbed), 0 darkness (0 total damage).
LOSING IN INSANE's spell attains critical power!
LOSING IN INSANE's spell attains critical power!
LOSING IN INSANE's spell attains critical power!
Melee retaliation hits Vorydassra the eternal bone giant for (4 absorbed), 0 darkness, (3 absorbed), 0 blight, (6 absorbed), 0 nature, (1 absorbed), 0 nature, (4 absorbed), 0 darkness, (3 absorbed), 0 blight, (6 absorbed), 0 nature, (1 absorbed), 0 nature (0 total damage).
Raze hits Vorydassra the eternal bone giant for (2 absorbed), 0 darkness, (6 absorbed), 0 darkness, (2 absorbed), 0 darkness, (2 absorbed), 0 darkness, (6 absorbed), 0 darkness, (2 absorbed), 0 darkness, (6 absorbed), 0 darkness, (2 absorbed), 0 darkness (0 total damage).
Vorydassra the eternal bone giant hits LOSING IN INSANE for 99 physical, 9 cold, 16 blight, 110 darkness, 18 blight (253 total damage).
LOSING IN INSANE's spell attains critical power!
Vorydassra the eternal bone giant resists!
Talent Invoke Darkness is ready to use.
Hymn of Detection hits Vorydassra the eternal bone giant for (8 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Vorydassra the eternal bone giant for (4 absorbed), 0 cold, (6 absorbed), 0 darkness (0 total damage).
Raze hits Vorydassra the eternal bone giant for (6 absorbed), 0 darkness, (2 absorbed), 0 darkness, (2 absorbed), 0 darkness (0 total damage).
LOSING IN INSANE casts Invoke Darkness.
Vorydassra the eternal bone giant speeds up.
Vorydassra the eternal bone giant casts Tendrils Eruption.
Vorydassra the eternal bone giant slows down.
LOSING IN INSANE resists the slimy tendril!
Melee retaliation hits Vorydassra the eternal bone giant for (4 absorbed), 0 darkness, (3 absorbed), 0 blight, (6 absorbed), 0 nature, (1 absorbed), 0 nature (0 total damage).
Raze hits Vorydassra the eternal bone giant for (2 absorbed), 0 darkness, (2 absorbed), 0 darkness, (2 absorbed), 0 darkness, (2 absorbed), 0 darkness (0 total damage).
Vorydassra the eternal bone giant hits LOSING IN INSANE for 424 darkness, 17 blight (441 total damage).
LOSING IN INSANE the level 25 cornac adventurer was plagued to death by Vorydassra the eternal bone giant on level 2 of Last Hope Graveyard.
LOSING IN INSANE vanishes from sight.


































































































