









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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!) Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 26 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 19 on the 16th Regrowth 123rd year of Ascendancy at 00:12 0 / 6Killed by Shasshhiy'Kaish at level 21 on the 28th Regrowth 123rd year of Ascendancy at 17:17 Killed by Salylramina the spitting spider at level 21 on the 29th Regrowth 123rd year of Ascendancy at 14:43 Killed by elven cultist at level 25 on the 2nd Pyre 123rd year of Ascendancy at 04:30 Killed by Emeledhebrerin the elven guard at level 25 on the 2nd Pyre 123rd year of Ascendancy at 14:26 Killed by Islylethra the elven guard at level 26 on the 3rd Pyre 123rd year of Ascendancy at 14:13 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 89 (base 57) |
| Willpower | 71 (base 52) |
| Cunning | 19 (base 11) |
Resources
| Life | 279/279 |
| Mana | 210/210 |
| Healing Factor | 1.1591526171258 |
| Regeneration | 4.9263986227847 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +126.58634646151% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 8.3269863012715 |
| See Invisible | 19.353417657756 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 6 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +41% |
| Cold | +55% |
| All | 0% |
| Physical | +6% |
| Darkness | +8% |
| Light | +6% |
| Temporal | +11% |
| Lightning | +47% |
| Mind | +6% |
| Fire | +30% |
| Nature | +5% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +30% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 19 |
| Ranged Defense | 28 |
| Fatigue | 8 |
| Physical Save | 12 |
| Spell Save | 39 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 48%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 27%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 49% |
Inscriptions (5/5)
| 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 352 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: 16 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 117 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 Magic 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 (41 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Spell / Thaumaturgy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Phantasmal Shield |
| talent | Essence of Speed |
| talent | Premonition |
| talent | Keen Senses |
| talent | Feather Wind |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 93. | 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. * 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Zuboba2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +20 (+5 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Light +6 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 | Xeryleda (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +6% blight ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% Phys.save +3 (+3 eff.) Die.at -80.00 life Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | iron pickaxe 'Skypower' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Wil dps ---------- Spell.crit +3% Dmg.mod +5% nature +6% arcane Res.pen +5% lightning Phasing +10% ----- def ----- Resists +11% nature +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Murkqueen'0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +20.00% Dmg.mod +15% lightning +6% mind On Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +30% lightning Mind.save +3 (+1 eff.) Rings make your fingers look great! |
| On fingers | Shadewell0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Spell.crit +2% Dmg.mod +12% lightning +6% temporal Res.pen +10% blight Melee Ret 10 darkness ----- def ----- Resists +24% lightning ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Glorylaith'1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +10% lightning +8% temporal +5% arcane +15% cold Die.at -80.00 life A belt that goes around your waist. |
| In main hand | Staff of Destruction (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 120% 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 (+2 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. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 126.46 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +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. |
| Cloak | Bomas the Stormshine (12 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +25% lightning ----- def ----- Defense +12 (+6 eff.) Resists +13% blight +13% nature +6% lightning HP.reg +4.00 Heal.mod +14% ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Isiyathra the Darkwhisper0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+0 eff.) Dmg.mod +8% darkness +5% temporal +6% light +6% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Resists +22% lightning +3% darkness Stun/Frz- +28% Amulets make your neck look great! |
Inventory
The Far-Hand =con 10=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.2 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 14). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Betabeth the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: ----- def ----- Resists +3% darkness Crit.chn- 15.00% Spell.save +6 (+2 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Emelanor' =con 13=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag +13 Con dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Phys.save +8 (+8 eff.) Mind.save +12 (+6 eff.) Rings make your fingers look great! |
titan's gold ring of tenacity =con 4=0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+8 eff.) Max.HP +20.00 Disarm- +20% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
hateful stralite battleaxe of erosion (153% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Nature/Psionic Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 nature +19 darkness Against +20% Living Massive two-handed battleaxes. |
stormbringer's stralite dagger of crippling (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Power 135% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +14 lightning +24 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +20% Res.pen +11% lightning +14% cold Sharp, short and deadly. |
elemental stralite greatmaul of amnesia (167% power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 111 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +19% acid Res.pen +24% acid Massive two-handed mauls. |
Eremaldil the voratun mace (183% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 183% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +50 fire While equipped: dps ---------- Crit.mult +20.00% All.spd +6% Dmg.mod +6% physical Res.pen +22% fire ----- def ----- Resists +2% physical +9% fire Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 Blunt and deadly. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+6 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 16.44 darkness damage each turn for 6 turns, and has a 22% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
ranger's reinforced leather sling of recursion4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +6 Dex Slings are used to hurl stones or metal shots at your foes. |
Korodig the yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 120% 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 ---------- Spell.crit +8% Crit.mult +20.00% Spell.pwr +9 (+2 eff.) Mind.pwr +30 (+11 eff.) Dmg.mod +20% darkness +9% temporal ----- def ----- Defense +15 (+8 eff.) Resists +6% fire Phys.save +9 (+8 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) HP.reg +4.00 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (111% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
infernal elven-wood magestaff of breaching (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego++] 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% Crit.mult +29.00% Spell.pwr +17 (+4 eff.) Melee+ 18 fire Dmg.mod +25% lightning Res.pen +12% lightning ---------- misc See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elm vilestaff of channeling (100% power, 2 apr, blight element) =con 4=5.0 T1 staff 2H weapon [Ego++] Arcane/Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +1% Spell.pwr +16 (+4 eff.) Dmg.mod +10% blight ----- def ----- HP.reg +0.70 Heal.mod +10% ---------- misc Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Zugen the rough leather belt =con 5=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +5 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +2 Resists +6% lightning +6% temporal A belt that goes around your waist. |
blurring rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- Defense +8 (+4 eff.) Stealth +6 A belt that goes around your waist. |
Lightningwar (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Dmg.mod +12% lightning Melee Ret 2 lightning ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+5 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tideglory the linen cloak (1 def, 7 armour) =con 5=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +15% cold ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+9 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. |
Winterraze the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Dmg.mod +18% blight +9% mind +6% nature Res.pen +25% mind ----- def ----- Resists +18% blight +27% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of corrosion (+22%) (0 def, 0 armour) =con 4=2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature +15% acid ----- def ----- Resists +22% acid +11% all Poison- +25% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Charwalker the pair of rough leather boots (0 def, 1 armour) =arcane=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% arcane Melee Ret 2 blight ----- def ----- Armour +1 Resists +9% blight +3% fire ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of force (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +2 (+0 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Phys.save +11 (+9 eff.) Mind.save +16 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
spellstreaming drakeskin leather gloves of strength (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str dps ---------- Spell.crit +7% Phys.pwr +11 (+5 eff.) Spell.pwr +14 (+3 eff.) ----- def ----- Armour +3 ---------- misc Mana/turn +0.28 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (8 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+4 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 95.11 fire and 77.55 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Islymina the Dayspawn (0 def, 1 armour) =con 4=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +4 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +18% light +11% darkness Crit.chn- 5.00% A cap made of leather. |
eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour) =arcane=2.0 T3 head armor [Ego++] Arcane While equipped: Stats +1 Mag +3 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +10% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.60 Mana/ret +0.80 Max.mana +40.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather armour 'Shockquill' (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: Stats +7 Str +10 Dex +4 Cun +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% arcane ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +13% darkness +7% physical Crit.chn- 15.00% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
stralite shield of lightning resistance (+20%) (0 def, 8 armour, 161% power, 141 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Master When used to Attack: Power 161% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +141 While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
88 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By thaumaturgistpotato the Shalore Archmage level 16
5th Decay 122nd year of Ascendancy at 22:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By thaumaturgistpotato the Shalore Archmage level 20
19th Regrowth 123rd year of Ascendancy at 16:46 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By thaumaturgistpotato the Shalore Archmage level 24
65th Regrowth 123rd year of Ascendancy at 21:20 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By thaumaturgistpotato the Shalore Archmage level 23
60th Regrowth 123rd year of Ascendancy at 19:41 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By thaumaturgistpotato the Shalore Archmage level 10
48th Haze 122nd year of Ascendancy at 16:26 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By thaumaturgistpotato the Shalore Archmage level 20
18th Regrowth 123rd year of Ascendancy at 19:26 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By thaumaturgistpotato the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 08:48 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By thaumaturgistpotato the Shalore Archmage level 16
2nd Wintertide 123rd year of Ascendancy at 14:12 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By thaumaturgistpotato the Shalore Archmage level 22
33rd Regrowth 123rd year of Ascendancy at 05:25 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By thaumaturgistpotato the Shalore Archmage level 25
2nd Pyre 123rd year of Ascendancy at 04:18 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By thaumaturgistpotato the Shalore Archmage level 18
3rd Allure 123rd year of Ascendancy at 10:06 see stats
Log
Resting starts...
Thaumaturgistpotato starts to surge mana.
Weakness Disease from Elven cultist hits Mirror Image (thaumaturgistpotato) for 0 blight damage.
Weakness Disease from Elven cultist hits Mirror Image (thaumaturgistpotato) for 0 blight damage.
Talent Lightning is ready to use.
Weakness Disease from Elven cultist hits Mirror Image (thaumaturgistpotato) for 0 blight damage.
The protective shield of Thaumaturgistpotato disappears.
Weakness Disease from Elven cultist hits Mirror Image (thaumaturgistpotato) for 0 blight damage.
Thaumaturgistpotato slows down.
Weakness Disease from Elven cultist hits Mirror Image (thaumaturgistpotato) for 0 blight damage.
Thaumaturgistpotato regains balance.
Mirror Image (thaumaturgistpotato) is free from the weakness disease.
The fabric of time around thaumaturgistpotato stabilizes to normal.
Thaumaturgistpotato stops surging mana.
Talent Rune: Manasurge is ready to use.
Talent Temporal Shield is ready to use.
Talent Mirror Image is ready to use.
Talent Orb of Thaumaturgy is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 56 turns (stop reason: all resources and life at maximum).
Thaumaturgistpotato picks up (w.): wanderer's pair of dwarven-steel boots of force (0 def, 4 armour).
Thaumaturgistpotato picks up (k.): ranger's reinforced leather sling of recursion.
Thaumaturgistpotato picks up (t.): Spider-Silk Robe of Spydrë (10 def, 15 armour).
Lore found: Spider-Silk Robe of Spydrë
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 6 turns (stop reason: dialog is displayed).
The furious lightning storm around thaumaturgistpotato calms down and disappears.























































































































