











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? 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: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. 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. 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 Adventure |
Sex | Male |
Race | Doomelf |
Class | Cultist of Entropy |
Level / Exp | 33 / 81% |
Size | medium |
Lifes / Deaths | Killed by Lisiwen the dreaming treant at level 12 on the 72nd Dusk 122nd year of Ascendancy at 04:28 1 / 5Killed by Nerinn the large brown snake at level 15 on the 77th Dusk 122nd year of Ascendancy at 10:02 Killed by Elutha the bandit at level 22 on the 64th Haze 122nd year of Ascendancy at 11:11 Killed by Meriguro the fire imp at level 28 on the 32nd Regrowth 123rd year of Ascendancy at 08:02 Killed by Xeruriarin the vampire lord at level 33 on the 77th Dusk 123rd year of Ascendancy at 10:36 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 25 (base 10) |
Constitution | 30 (base 18) |
Magic | 89 (base 60) |
Willpower | 17 (base 10) |
Cunning | 70 (base 60) |
Resources
Life | 589/589 |
Insanity | 77/100 |
Vim | 228/228 |
Healing Factor | 1.3092147729952 |
Regeneration | 3.9931050576354 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | -6.838973831691E-12% |
Global | +100% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 5 |
See Stealth | 6 |
See Invisible | 12 |
Offense: Mainhand
Damage | 42 |
Accuracy | 38 |
Crit Chance | 26% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 29% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Arcane | +18% |
Cold | +7% |
All | +4% |
Lightning | +12% |
Temporal | +53% |
Physical | +7% |
Mind | +10% |
Darkness | +20% |
Nature | +19% |
Offense: Damage Penetration
Darkness | +50% |
Temporal | +60% |
Lightning | +40% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 43.160725078835 (35.65183292883%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 29 |
Mental Save | 38 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 17%( 70%) |
All | + 12%( 70%) |
Lightning | + 30%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 15%( 70%) |
Fire | + 28%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Knockback Resistance | 24% |
Pinning Resistance | 29% |
Poison Resistance | 39% |
Blind Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 545 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Power Overwhelming |
talent | Void Stars |
talent | Twofold Curse |
talent | Revelation |
talent | Atrophy |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Iviwyn the giant red ant. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Dex +1 Mag +2 Cun +10 Lck ----- def ----- Armour +3 Resists +5% arcane Stealth +6 ---------- misc Infravis +3 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +11% ---------- misc Light +7 See.Stealth +6 See.Invis +5 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% physical Acc +15 (+6 eff.) ----- def ----- Defense +16 (+4 eff.) Resists +3% lightning +6% fire +6% cold A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Crit.mult +20.00% Dmg.mod +6% nature ----- def ----- Resists +6% nature Phys.save +3 (+2 eff.) Die.at -80.00 life Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +6 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Spell.crit +1% Phys.pwr +7 (+3 eff.) Spell.pwr +21 (+5 eff.) Dmg.mod +9% acid Acc +8 (+3 eff.) ----- def ----- Resists +12% acid Can be unequipped or rerolled. 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? |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +3% cold +11% arcane +4% all ----- def ----- Defense +15 (+4 eff.) Resists +7% blight +3% physical +7% nature +11% arcane Phys.save +6 (+3 eff.) Max.HP +23.00 Heal.mod +5% Poison- +16% Disease- +14% Disarm- +27% Pinning- +29% Knockbk- +24% Teleport- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Resists +12% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Create a temporary shield that absorbs 200 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 141% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +15 (+4 eff.) Dmg.mod +33% temporal Res.pen +15% mind ----- def ----- Armour +9 Defense +9 (+2 eff.) Resists +6% temporal Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.14 Max.mana +83.00 Max.hate +6.00 Wards +3 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +2% Spell.pwr +5 (+1 eff.) Melee+ 15 lightning Dmg.mod +3% arcane +8% lightning ----- def ----- Armour +2 Resists +11% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Unarmed combat: Power 114% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +7 arcane +15 lightning On Hit: 20% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% nature Res.pen +15% lightning Melee Ret 4 cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +7% blight +6% lightning +9% all Phys.save +15 (+7 eff.) Max.HP +44.00 HP.reg +1.80 Heal.mod +10% Poison- +23% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Crit.mult +15.00% Dmg.mod +6% mind Acc +10 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Die.at -60.00 life Max.HP +45.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +9 (+5 eff.) Max.HP +41.00 HP.reg +1.00 Blind- +16% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 221 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 5% chance to reduce damage dealt by 17% * 6% chance to blind Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T3 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +12 (+6 eff.) ---------- misc Masteries +0.25 Demented/Calamity +0.25 Demented/Nether Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.spd +6% Spell.spd +6% Mind.spd +6% ----- def ----- Max.HP +61.00 HP.reg +14.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 17 light Ranged+ 17 light Dmg.mod +12% light +6% all ----- def ----- Defense +20 (+5 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Spell.crit +16% Crit.mult +12.00% Phys.pwr +9 (+4 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +20% temporal Acc +7 (+3 eff.) ----- def ----- Resists +6% blight +6% temporal +3% light HP.reg +0.60 Heal.mod +14% ---------- misc Infravis +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 100% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str +2 Dex dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +12% lightning +20% physical Res.pen +20% nature ----- def ----- Crit.chn- 10.00% ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +16 (+4 eff.) Melee+ 32 arcane Dmg.mod +20% physical ---------- misc Max.mana +53.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+4 eff.) S.pwr/crit +8 Dmg.mod +3% lightning +25% darkness +9% arcane Phasing +10% Melee Ret 4 lightning ----- def ----- Armour +8 Hardiness +7% Defense +16 (+4 eff.) Resists +5% arcane +9% lightning Shield.pwr +13% Phys.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 160% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 103 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Dmg.mod +10% acid Res.pen +19% acid Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Power 170% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +13% physical ----- def ----- Disarm- +20% Massive two-handed swords. |
![]() 1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 arcane +13 cold On Crit.r2 +20 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Crit.mult +10.00% Dmg.mod +12% fire Res.pen +10% arcane Apr +9 ----- def ----- Resists +5% arcane Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% lightning +7% cold +4% nature +5% physical ----- def ----- Defense +13 (+3 eff.) Resists +4% blight Disease- +13% Pinning- +21% ---------- misc 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. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Res.pen +11% physical Acc +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Resists +5% blight +13% all Max.HP +80.00 HP.reg +2.90 Heal.mod +14% ---------- misc Mana/turn +0.20 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +12% lightning +10% physical +21% cold ----- def ----- Resists +7% lightning +8% cold +14% blight +13% all Max.HP +59.00 HP.reg +4.70 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +8 Mag dps ---------- Res.pen +20% arcane Phasing +10% Apr +2 ----- def ----- Defense +11 (+3 eff.) Phys.save +8 (+4 eff.) Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Res.pen +5% blight ----- def ----- Defense +8 (+2 eff.) Resists +15% light +10% fire Phys.save +10 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +14 (+5 eff.) Stealth +7 Die.at -50.00 life ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +31% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Mag +5 Cun dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 22 mind 24 darkness Dmg.mod +5% arcane Acc +7 (+3 eff.) Apr +8 On Hit (Melee): * 15% chance to reduce all saves and defense by 20 * 20% chance to slow global speed by 46% ----- def ----- Armour +2 Resists +12% nature +12% fire Mind.save -12 (-6 eff.) Unarmed combat: Power 115% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +10 arcane On Hit: 10% Reproach 3 On Hit: 15% Perfect Strike 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +25 (+12 eff.) Melee+ 10 acid Dmg.mod +5% acid +6% physical Res.pen +25% mind +25% fire ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +10 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Dex +2 Cun +2 Con dps ---------- Mind.pwr +7 (+4 eff.) Melee+ 40 mind 32 darkness Acc +11 (+4 eff.) Melee Ret 8 mind On Hit (Melee): * 23% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +5% Phys.save +25 (+10 eff.) Spell.save +6 (+3 eff.) Mind.save -11 (-6 eff.) Disarm- +45% ---------- misc Equi/ret +0.08 Max.hate +6.00 Unarmed combat: Power 139% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +14 physical On Hit: 10% Reproach 5 On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
3 hematite 3 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 carnelian 5 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 small geode 6 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+5 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Shcizo Time the Doomelf Cultist of Entropy level 31
77th Pyre 123rd year of Ascendancy at 06:10 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 11
7th Dusk 122nd year of Ascendancy at 10:36 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 31
76th Pyre 123rd year of Ascendancy at 18:24 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 26
1st Regrowth 123rd year of Ascendancy at 04:01 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 22
66th Haze 122nd year of Ascendancy at 12:56 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 32
8th Flare 123rd year of Ascendancy at 06:40 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 31
44th Pyre 123rd year of Ascendancy at 12:41 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 6
77th Pyre 122nd year of Ascendancy at 00:02 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 10
10th Mirth 122nd year of Ascendancy at 23:39 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 20
50th Haze 122nd year of Ascendancy at 01:39 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 30
15th Pyre 123rd year of Ascendancy at 22:51 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 29
35th Regrowth 123rd year of Ascendancy at 09:43 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 29
59th Regrowth 123rd year of Ascendancy at 06:29 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 31
76th Pyre 123rd year of Ascendancy at 20:18 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 10
1st Summertide 122nd year of Ascendancy at 19:55 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 15
2nd Haze 122nd year of Ascendancy at 09:59 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 22
65th Haze 122nd year of Ascendancy at 23:58 see stats
By Shcizo Time the Doomelf Cultist of Entropy level 15
78th Dusk 122nd year of Ascendancy at 11:02 see stats
Log
Resting starts...
Talent Infusion: Movement is ready to use.
Talent Power Overwhelming is ready to use.
Talent Rune: Reflection Shield is ready to use.
Shcizo Time activates Power Overwhelming.
Talent Rune: Shatter Afflictions is ready to use.
Talent Chaos Orbs is ready to use.
Shcizo Time activates Chaos Orbs.
Talent Jinxed Touch is ready to use.
Talent Void Stars is ready to use.
Shcizo Time activates Void Stars.
Talent Black Monolith is ready to use.
Shcizo Time activates Jinxed Touch.
Talent All is Dust is ready to use.
Talent Spatial Distortion is ready to use.
A void star appears around Shcizo Time.
Talent Haste of the Doomed is ready to use.
Talent Prophecy of Ruin is ready to use.
A void star appears around Shcizo Time.
Talent Atrophy is ready to use.
Shcizo Time activates Atrophy.
A void star appears around Shcizo Time.
Rested for 38 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).