










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Shalore |
| Class | Archmage |
| Level / Exp | 21 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Aeralramira the shadowblade at level 21 on the 54th Regrowth 123rd year of Ascendancy at 16:30 / 2Killed by Aeralramira the shadowblade at level 21 on the 54th Regrowth 123rd year of Ascendancy at 16:36 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 70 (base 50) |
| Willpower | 63 (base 41) |
| Cunning | 20 (base 11) |
Resources
| Life | -146/249 |
| Mana | 523/531 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 0.26150778048543 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 10 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Blight | +12% |
| Arcane | +8% |
| Cold | +3% |
| All | 0% |
| Lightning | +46% |
| Light | +3% |
| Temporal | +10% |
| Fire | +11% |
Offense: Damage Penetration
| Lightning | +8% |
| Cold | +5% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 5 (32%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 36 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 25%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 29%( 70%) |
| Lightning | + 54%( 70%) |
Defense: Immunities
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (53 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 492% 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 Strength stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 within11 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Notir' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +3 Con defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +12.00 Light +1 A pair of boots made of leather. |
| Light source | Nimbusradiance2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% lightning +3% light When Hit 10 lightning defense ------ Resistance +3% lightning +3% cold other ------- Light +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Unlightguile the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning On-Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce armor by 34% defense ------ Defense +1 (+1 eff.) Resistance +16% lightning +3% temporal A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 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 9 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. |
| On fingers | steel ring 'Harukath'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag offense ------ Spell Crit +3% Damage +11% fire defense ------ Resistance +22% fire Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +12 (+6 eff.) Confus Resist +21% other ------- Mana/turn +0.04 Rings make your fingers look great! |
| On fingers | copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
| Around waist | Neryvena the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag +2 Wil defense ------ Resistance +5% lightning +5% temporal +6% light +5% arcane A belt that goes around your waist. |
| In main hand | Pitchedge the ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Spell Crit +10% Critical power +11.00% Spellpower +6 (+2 eff.) Damage +15% lightning Ignore resists +8% lightning When Hit 8 darkness defense ------ Armor +3 Hardiness +2% Physical save +3 (+2 eff.) other ------- Max stamina +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Chillgrit the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Str +5 Wil +2 Con offense ------ On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Resistance +6% acid +6% cold other ------- Light +2 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Tidespike' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Damage +12% blight +10% temporal +8% arcane +3% cold Ignore resists +10% arcane +5% cold When Hit 2 arcane defense ------ Resistance +12% blight +9% all other ------- Mana/turn +0.11 Psi/turn +0.10 Max mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Emuna the Shockstreak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex offense ------ Damage +6% lightning On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Defense +1 (+1 eff.) Resistance +9% acid +9% cold +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
movement infusion (speed 515%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 515% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, blight, arcane, mind, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 3 darkness, 4 blight, 4 arcane, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 374; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 4 turns. 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. |
Gonn the Cloudripper0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +1 Wil offense ------ Mindpower +6 (+3 eff.) Damage +9% acid Ignore resists +5% lightning +20% cold defense ------ Resistance +9% acid Mind save +7 (+4 eff.) Confus Resist +12% Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Growhue'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Mindpower +10 (+4 eff.) Ignore resists +15% nature defense ------ Resistance +6% blight +12% lightning Amulets make your neck look great! |
copper ring 'Umbrahunger'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Wil offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Defense +6 (+6 eff.) Crit Resistance 5.00% Rings make your fingers look great! |
gladiator's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Cun +5 Con offense ------ Physical Power +6 (+6 eff.) On-Hit 10 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
mule's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -4% Mind save +6 (+3 eff.) Confus Resist +21% other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.12/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+4 eff.) Silence Resist +25% other ------- Mana/turn +0.12 Rings make your fingers look great! |
flaming dwarven-steel battleaxe of daylight (34-52 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 34.5 - 51.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 light Damage Against +14% Undead On-Hit, radius 1 +9 fire Massive two-handed battleaxes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
absorbing thorny mindstar of life (8-8 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Resistance +8% lightning +13% fire +7% cold Life +16.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar (4-5 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +7 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of sand (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 physical Damage +4% nature +5% physical Ignore resists +5% physical defense ------ Resistance +4% blight +6% physical Disease Resist +12% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash vilestaff 'Brenygarak' (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Str +4 Con offense ------ Spell Crit +2% Spellpower +14 (+5 eff.) Damage +15% blight +15% fire +15% darkness +15% acid defense ------ Defense +25 (+19 eff.) Resistance +8% blight +8% fire +8% darkness +8% acid Life Regen +1.10 Healmod +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elm vilestaff of might (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+2 eff.) Damage +10% blight +10% fire +10% darkness +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff of might (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +20.00% Spellpower +13 (+5 eff.) On-Hit 20 fire Damage +20% temporal other ------- See Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 1H weapon [Ego] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+4 eff.) Damage +25% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Yarivon (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Resistance +3% darkness Healmod +10% Disarm Resist +20% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of sorcery (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% defense ------ Defense +7 (+7 eff.) Physical save +6 (+3 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 'Scorpionpyre' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +6% cold defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +15% nature +10% cold other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelukira the woollen robe (15 def, 4 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Physical Crit +2.0% Mind Crit +3% Mindpower +3 (+2 eff.) Damage +12% lightning +12% cold defense ------ Armor +4 Defense +15 (+14 eff.) Resistance +18% lightning +18% cold +9% all Mind save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rharasta the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Mag +4 Wil offense ------ Critical power +10.00% Damage +12% lightning +9% arcane defense ------ Resistance +18% lightning +6% blight +7% all Spell save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+10 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 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. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
mindwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +11% lightning defense ------ Resistance +16% lightning +7% all Mind save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +13% acid +13% physical +5% fire +15% arcane +5% cold defense ------ Resistance +13% acid +10% physical +12% fire +12% cold +11% all other ------- Max mana +43.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gagann the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con defense ------ Armor +1 Resistance +3% light Physical save +24 (+12 eff.) Mind save +11 (+5 eff.) Disease Resist +20% Silence Resist +20% A pair of boots made of leather. |
Tempestquarry (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Physical Crit +4.0% Physical Power +3 (+3 eff.) Ignore resists +5% lightning Ignore Armor +4 On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +1 Resistance +3% lightning other ------- Infravision +2 See Invis +3 A pair of boots made of leather. |
storm dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+7 eff.) On-Hit 7 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +5% lightning Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Blazegrinder the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% light When Hit 6 darkness 4 light defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) other ------- Light +1 A cap made of leather. |
Glorinor the iron helm (0 def, 7 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Spellpower +20 (+7 eff.) Damage +6% arcane defense ------ Armor +7 Fatigue +5% other ------- Max mana +40.00 Max vim +30.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Ivabrelaith' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Defense +1 (+1 eff.) Resistance +3% blight +16% fire +3% light Blind Resist +20% Silence Resist +10% A pointy cloth hat, very wizardly... |
linen wizard hat 'Jetrace' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +18% darkness When Hit 10 fire defense ------ Defense +1 (+1 eff.) Resistance +6% acid other ------- Infravision +4 See Stealth +6 See Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 42% and attempts to push all creatures other than yourself out of its radius, inflicting 8.56 light damage and 8.31 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
radiant iron mail armour of implacability (2 def, 9 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego++] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +9 Defense +2 (+2 eff.) Fatigue +7% Resistance +10% blight +10% darkness Physical save +7 (+4 eff.) other ------- Light +1 A suit of armour made of mail. |
Zeralathafast (0 def, 17 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Random Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil defense ------ Armor +17 Fatigue +16% Resistance +17% blight +20% fire +12% darkness Physical save +7 (+4 eff.) other ------- Light +1 Infravision +3 A suit of armour made of metal plates. |
shocking steel shield of cold resistance (+16%) (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 lightning When Hit 1 lightning defense ------ Armor +4 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
5 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. |
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. |
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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brightwisp the iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature When Hit 2 light defense ------ Resistance +11% nature +9% mind Life +40.00 Life Regen +4.00 Confus Resist +10% Stun Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silymira (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Spell Crit +1% Damage +3% blight +6% physical +6% nature Ignore resists +15% arcane defense ------ Armor +4 Resistance +11% nature other ------- Vim-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 114.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 114.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 33.43 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Cyrunn [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% acid When Hit 8 acid defense ------ Resistance +3% blight +6% temporal +6% light Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Manuran the elm totem of stinging [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Cun +5 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Mind save +12 (+6 eff.) other ------- Max hate +2.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Glowbrawn [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +5 Con defense ------ Crit Resistance 5.00% other ------- Light +3 Infravision +3 Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shahesh the Shalore Archmage level 15
3rd Allure 123rd year of Ascendancy at 00:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shahesh the Shalore Archmage level 10
43rd Haze 122nd year of Ascendancy at 03:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shahesh the Shalore Archmage level 20
31st Regrowth 123rd year of Ascendancy at 15:11 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Shahesh the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 01:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shahesh the Shalore Archmage level 19
30th Regrowth 123rd year of Ascendancy at 05:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shahesh the Shalore Archmage level 9
28th Haze 122nd year of Ascendancy at 19:38 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shahesh the Shalore Archmage level 17
5th Regrowth 123rd year of Ascendancy at 18:54 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Shahesh the Shalore Archmage level 21
54th Regrowth 123rd year of Ascendancy at 16:31 see stats
Log
Drop some of your items.
Saving game...
Something killed Shahesh!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
Shahesh casts Shock.
Shahesh casts Lightning.
Shahesh hits Mirror Image (Aeralramira the shadowblade) for 1 lightning damage.
Shahesh hits Something for (4 deflected), 231 lightning (231 total damage).
Hurricane from Shahesh hits Mirror Image (Aeralramira the shadowblade) for 0 lightning damage.
Hurricane from Shahesh hits Mirror Image (Aeralramira the shadowblade) for 0 lightning damage.
Shahesh casts Shock.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
You gain 10.97 gold from the transmogrification of Isuma.
Shahesh casts Shock.
Talent Lightning is ready to use.
Shahesh uses Infusion: Movement.
Shahesh is moving at extreme speed!
Ran for 2 turns (stop reason: taken damage).
Something hits Shahesh for 395 arcane damage.
Shahesh the level 21 shalore archmage was blasted to death by Aeralramira the shadowblade on level 2 of The Maze.
















































































































