











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Shalore |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 42 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Layithra the wolf at level 28 on the 31st Haze 122nd year of Ascendancy at 18:02 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 89 (base 60) |
| Willpower | 82 (base 60) |
| Cunning | 59 (base 48) |
Resources
| Life | 525/525 |
| Mana | 316/395 |
| Healing Factor | 1.2748044672221 |
| Regeneration | 5.2904385389717 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Stealth | 19.556491210011 |
| See Invisible | 45.452811931464 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 25 |
| Crit Chance | 50% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 85% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Physical | +47% |
| Cold | +68% |
| All | +30% |
| Darkness | +72% |
| Light | +36% |
| Temporal | +36% |
| Fire | +117% |
| Mind | +45% |
Offense: Damage Penetration
| Darkness | +75% |
| Nature | +40% |
| Blight | +35% |
| Fire | +100% |
| Cold | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 50 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 47 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 25%( 70%) |
| Cold | + 56%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 46% |
| Pinning Resistance | 100% |
| Silence Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 38% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 6 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 10 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 4 turns and blocking 239 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1174% for 10 turns (76 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Meta | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Thaumaturgy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Aegis | 1.62 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Keen Senses |
| talent | Slipstream |
| talent | Multicaster |
| talent | Burning Wake |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Wildfire |
| talent | Shielding |
| talent | Spellcraft |
| beneficial effect | The target is surrounded by a time distortion, absorbing 888/888 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
| beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of explosive force |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by Asstain. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Asstain. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Asstain. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Asstain. Escort: lost tinker (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Asstain. Escort: lost warrior (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by Ivonn the lesser vampire. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Betuwyn the black crystal. Escort: repented thief (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 explosive force. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed orc heart. * You've found the needed multi-hued wyrm scale. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glunn the Sootshaper (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +12% darkness +9% mind Ignore resists +25% darkness +15% cold defense ------ Armor +3 Resistance +9% darkness +15% cold Silence Resist +38% Confus Resist +36% Stun Resist +35% A pair of boots made of leather. |
| Light source | Fogspawner the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +30% darkness +9% fire Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +21% fire other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Greenbrawn' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +2 Str offense ------ Damage +24% fire Ignore resists +5% nature When Hit 4 nature defense ------ Defense +2 (+0 eff.) Resistance +36% fire Mind save +8 (+2 eff.) other ------- Light +1 A pointy cloth hat, very wizardly... |
| Tool | Borudontir [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Mag +3 Wil offense ------ Spell Crit +1% Spellpower +20 (+5 eff.) Ignore resists +10% blight Sting an enemy dealing 151 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+3 eff.) Accuracy +10 (+5 eff.) Ignore Armor +11 defense ------ Defense +10 (+3 eff.) Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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! |
| On fingers | Bilestriker the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +6 (+2 eff.) Damage +6% temporal Ignore resists +10% nature Accuracy +9 (+5 eff.) Ignore Armor +10 On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Defense +9 (+3 eff.) Resistance +9% nature Life Regen +3.00 Stun Resist +34% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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! |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Cun +6 Lck defense ------ Stealth +5 other ------- Disarm Traps +13 Mana/turn +0.15 Max mana +28.00 Infravision +4 A belt that goes around your waist. |
| In main hand | elven-wood starstaff 'Ce'Nithra' (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Cun +6 Con offense ------ Spell Crit +25% Critical power +28.00% Spellpower +17 (+5 eff.) Damage +6% mind +25% fire defense ------ Resistance +3% lightning +6% blight Life Regen +0.90 Healmod +18% other ------- Psi when Hit +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Physical Crit +19.0% Spell Crit +20% Mind Crit +14% Critical power +9.00% On-Hit 10 acid 6 fire 6 cold 7 lightning defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Deledolach the silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag offense ------ Critical power +10.00% Spellpower +29 (+8 eff.) Damage +18% acid +17% physical +17% fire +17% cold +30% all defense ------ Resistance +12% acid +14% physical +16% cold +16% fire +13% all Crit Resistance 5.00% other ------- Max hate +6.00 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Pyrerage the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% light Ignore resists +25% fire When Hit 10 fire defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% light +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Blizzardpeal'0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +21% cold Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +3% mind +21% temporal Physical save +18 (+9 eff.) Spell save +21 (+7 eff.) Mind save +19 (+5 eff.) Pinning Resist +32% Knockbk Resist +38% other ------- Masteries +0.32 Spell/Aegis +0.32 Spell/Aether Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 923 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
manasurge rune of the duelist (regen 1040% over 10 turns; mana 52; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1040% for 10 turns (68 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Press to compare to your current inscriptions |
manasurge rune of the warrior (regen 676% over 10 turns; mana 34; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 676% for 10 turns (44 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Malirek the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: offense ------ Accuracy +22 (+11 eff.) Ignore Armor +23 defense ------ Defense +24 (+8 eff.) Resistance +6% blight +9% cold Physical save +9 (+5 eff.) Spell save +9 (+3 eff.) Mind save +6 (+2 eff.) Life +97.00 Disarm Resist +29% Pinning Resist +37% Knockbk Resist +39% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Skyworth the dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +4 Mag +1 Con offense ------ Physical Crit +7.0% Spell Crit +8% Physical Power +10 (+10 eff.) Spellpower +46 (+11 eff.) Damage +6% lightning +30% physical Ignore Shields +26% Accuracy +15 (+8 eff.) When Hit 4 lightning defense ------ Defense +21 (+7 eff.) Shield Power +19% other ------- Mana/turn +0.58 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+4 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+5 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.2 Power cost 12 out of 16/16. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 378.64 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Loruneg the Hellsstinger (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag +1 Wil +1 Cun offense ------ When Hit 4 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardpower the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Armor +1 Resistance +6% temporal other ------- Stamina/turn +0.40 Max stamina +12.00 Light +2 A pair of boots made of leather. |
Layarialle the Duathelriver (10 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Con offense ------ Accuracy +5 (+3 eff.) When Hit 2 darkness defense ------ Armor +1 Defense +10 (+3 eff.) Life Regen +1.00 Healmod +11% other ------- Stamina/turn +3.00 A pair of boots made of leather. |
undeterred pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +1 Silence Resist +23% Confus Resist +22% Stun Resist +21% other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Silence Resist +20% Confus Resist +30% Stun Resist +23% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+2 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 233 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Mayida the Chargecutter (15 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Physical Power +20 (+15 eff.) Damage +9% lightning Accuracy +6 (+3 eff.) defense ------ Armor +1 Defense +15 (+5 eff.) Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Unlife -60.00 life Disarm Resist +22% 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. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 189.68 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. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Dagorek the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +6 Cun offense ------ Physical Crit +17.0% Spell Crit +15% Mind Crit +10% Critical power +10.00% Mindpower +15 (+5 eff.) On-Hit 15 acid Damage +6% acid defense ------ Armor +3 Resistance +10% acid +6% blight Physical save +8 (+4 eff.) other ------- Psi when Hit +0.04 Max hate +2.00 Cooldown Double Strike -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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor Reqs - Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
spellstreaming voratun gauntlets of the juggernaut (0 def, 3 armour)1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Con offense ------ Spell Crit +6% Spellpower +12 (+3 eff.) defense ------ Armor +3 Fatigue +5% Physical save +26 (+13 eff.) Spell save +6 (+2 eff.) Mind save +3 (+1 eff.) Disarm Resist +40% other ------- Mana/turn +0.26 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Airwill' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +1% Critical power +20.00% Damage +12% lightning +3% fire +12% nature defense ------ Defense +1 (+0 eff.) Resistance +18% nature A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
10 agate0.0 Encumbrance 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance 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. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
861 alchemist agate0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(136 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
iron pickaxe 'Chillhunter' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str offense ------ Mind Crit +1% Damage +3% cold defense ------ Resistance +15% mind other ------- Hate-on-crit +1.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Galochak the Smolderquick [power 180] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +3 Cun offense ------ Damage +15% fire defense ------ Defense +30 (+10 eff.) Resistance +6% blight +9% fire +6% darkness Physical save +6 (+3 eff.) Spell save +9 (+3 eff.) Stun Resist +20% Fire a magical bolt dealing 234 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Asstain the Shalore Archmage level 36
1st Regrowth 123rd year of Ascendancy at 09:20 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Asstain the Shalore Archmage level 36
8th Decay 122nd year of Ascendancy at 10:16 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Asstain the Shalore Archmage level 40
22nd Regrowth 123rd year of Ascendancy at 11:39 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Asstain the Shalore Archmage level 40
17th Regrowth 123rd year of Ascendancy at 09:41 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Asstain the Shalore Archmage level 16
19th Dusk 122nd year of Ascendancy at 03:01 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Asstain the Shalore Archmage level 38
12nd Regrowth 123rd year of Ascendancy at 21:20 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Asstain the Shalore Archmage level 31
72nd Haze 122nd year of Ascendancy at 02:26 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Asstain the Shalore Archmage level 24
65th Dusk 122nd year of Ascendancy at 22:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Asstain the Shalore Archmage level 24
66th Dusk 122nd year of Ascendancy at 07:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Asstain the Shalore Archmage level 39
13rd Regrowth 123rd year of Ascendancy at 02:10 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Asstain the Shalore Archmage level 42
23rd Regrowth 123rd year of Ascendancy at 00:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asstain the Shalore Archmage level 10
8th Mirth 122nd year of Ascendancy at 12:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Asstain the Shalore Archmage level 20
39th Dusk 122nd year of Ascendancy at 04:03 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Asstain the Shalore Archmage level 30
65th Haze 122nd year of Ascendancy at 07:40 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Asstain the Shalore Archmage level 40
14th Regrowth 123rd year of Ascendancy at 13:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Asstain the Shalore Archmage level 27
29th Haze 122nd year of Ascendancy at 20:35 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Asstain the Shalore Archmage level 28
31st Haze 122nd year of Ascendancy at 19:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Asstain the Shalore Archmage level 21
45th Dusk 122nd year of Ascendancy at 03:27 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Asstain the Shalore Archmage level 39
13rd Regrowth 123rd year of Ascendancy at 00:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Asstain the Shalore Archmage level 10
8th Mirth 122nd year of Ascendancy at 12:20 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Asstain the Shalore Archmage level 27
12nd Haze 122nd year of Ascendancy at 08:50 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Asstain the Shalore Archmage level 38
11st Regrowth 123rd year of Ascendancy at 14:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Asstain the Shalore Archmage level 23
50th Dusk 122nd year of Ascendancy at 21:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asstain the Shalore Archmage level 15
10th Dusk 122nd year of Ascendancy at 16:40 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Asstain the Shalore Archmage level 28
31st Haze 122nd year of Ascendancy at 18:02 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Asstain the Shalore Archmage level 35
7th Decay 122nd year of Ascendancy at 10:30 see stats
Log
Asstain's Fireflash hits Emokira the sandworm for 1290 fire damage.
Asstain's Fireflash killed Emokira the sandworm!
Asstain casts Flame.
Asstain's spell attains critical power!
Gigantic gravity worm is on fire!
Asstain hits Gigantic gravity worm for 610 fire damage.
Asstain's cleansing fire area effect hits Gigantic gravity worm for 57 fire damage.
Burning from Asstain hits Gigantic gravity worm for 213 fire damage.
Asstain casts Manathrust.
Asstain's spell attains critical power!
You collect a new ingredient: sandworm tooth (1).
Asstain casts Fireflash.
Asstain's spell attains critical power!
Asstain hits Gigantic gravity worm for 654 arcane damage.
Asstain killed Gigantic gravity worm!
You collect a new ingredient: sandworm tooth (1).
Asstain's Fireflash hits Gigantic corrosive tunneler for 1560 fire damage.
Asstain's Fireflash killed Gigantic corrosive tunneler!
Talent Flame is ready to use.
Talent Manathrust is ready to use.
Resting starts...
Talent Fireflash is ready to use.
Sandwall turns into sand.
Rested for 4 turns (stop reason: hostile spotted to the north (gigantic sandworm tunneler)).

































































































































