










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 28 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 64 (base 53) |
| Magic | 63 (base 60) |
| Willpower | 12 (base 10) |
| Cunning | 13 (base 13) |
Resources
| Life | 601/601 |
| Mana | 152/152 |
| Insanity | 0/100 |
| Vim | 208/208 |
| Healing Factor | 1.6893965053825 |
| Regeneration | 8.3625127016434 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.9539925233403E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 17 |
| Crit Chance | 4% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +14% |
| Acid | +11% |
| Fire | +11% |
| Temporal | +5% |
| Darkness | +34% |
| Arcane | +4% |
| Cold | +8% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +18% |
| Temporal | +8% |
| Blight | +10% |
| Mind | +5% |
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 26.849364806351 (30%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 43%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 24%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 31%( 70%) |
| Mind | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Silence Resistance | 47% |
| Bleed Resistance | 90% |
| Confusion Resistance | 35% |
| Stun Resistance | 100% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 83 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: 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 27 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506% 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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 5/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Atrophy |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Premonition |
| talent | Grand Oration |
| talent | Jinxed Touch |
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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Salawen the brown bear. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Jaedemas the dolleg. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +27% Confus Resist +25% Stun Resist +20% A pair of boots made of leather. |
| Light source | Belakira2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Con defense ------ Resistance +3% acid +3% mind Mind save +12 (+6 eff.) Life +20.00 Cut Resist +20% other ------- 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 | linen wizard hat 'Bokibar' (1 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Physical Power +25 (+9 eff.) Damage +11% darkness Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +16% darkness Unlife -80.00 life A pointy cloth hat, very wizardly... |
| Tool | supercharged dwarven-steel torque of psionic shield [power 103] (32 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 103 for 5 turns Puts all charms on 32 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zubumira the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% blight defense ------ Defense +5 (+5 eff.) Resistance +3% light Life Regen +3.00 Cut Resist +20% Confus Resist +10% Stun Resist +50% Rings make your fingers look great! |
| On fingers | Hazemistress0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Damage +3% physical Ignore resists +25% cold defense ------ Life Regen +1.00 Stun Resist +20% other ------- Light +3 See Invisibility +3 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Hailking'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Resistance +6% lightning +18% cold Crit Resistance 10.00% Mind save +8 (+4 eff.) Life +66.00 Healmod +10% Blind Resist +20% Silence Resist +20% A belt that goes around your waist. |
| In main hand | Betema the Blackvenom (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +8% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +15% darkness Ignore resists +10% darkness When Hit 4 arcane defense ------ Armor +4 Defense +5 (+5 eff.) Resistance +3% darkness +5% arcane Life Regen +0.70 Healmod +13% other ------- Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Artheyon the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Con +3 Mag offense ------ Physical Power +20 (+8 eff.) On-Hit 7 darkness Damage +4% arcane +3% darkness Accuracy +6 (+3 eff.) defense ------ Armor +2 Resistance +7% darkness Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +11% acid +11% physical +11% fire +8% cold defense ------ Resistance +13% acid +11% physical +13% fire +10% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Hathetorin (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +12.00% Mindpower +30 (+13 eff.) Accuracy +6 (+3 eff.) Ignore Armor +7 defense ------ Defense +1 (+1 eff.) Resistance +5% physical Stealth +6 Unlife -80.00 life other ------- Stamina/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 | grounding copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Healmod +11% Cut Resist +50% Stun Resist +21% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
shielding rune of the wizard (absorb 267; dur 5; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 267 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 17; blocks 5; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
stabilizing copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 276 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
clarifying gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +12% mind Confus Resist +26% Amulets make your neck look great! |
Coalstreak0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +15% darkness defense ------ Armor +6 Mind save +7 (+3 eff.) Healmod +20% Blind Resist +20% Confus Resist +23% Rings make your fingers look great! |
Rhudobers the Blazewrack0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% fire When Hit 2 light defense ------ Resistance +6% light Physical save +6 (+3 eff.) other ------- Light +1 Rings make your fingers look great! |
savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+3 eff.) Mind save +6 (+3 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
titan's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+8 eff.) Physical save +6 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
titan's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Blind Resist +23% other ------- Infravision +4 See Stealth +9 See Invisibility +9 Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 11 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 21 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +24% Pinning Resist +34% Knockbk Resist +24% Rings make your fingers look great! |
void walker's yew starstaff of greater warding (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% darkness defense ------ Armor +7 Defense +8 (+8 eff.) Resistance +8% darkness +7% temporal Out-of-Phase Defense +7 Out-of-Phase Resistance +13% Out-of-Phase Resilience +10% other ------- Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
woollen robe 'Emelewe' (0 def, 4 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% acid +9% temporal +7% arcane defense ------ Armor +4 Resistance +18% acid +11% darkness +11% mind +9% all Physical save +10 (+5 eff.) Spell save +13 (+6 eff.) Mind save +23 (+11 eff.) Blind Resist +10% Cut Resist +20% other ------- Max mana +12.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Badas the Abysswisp1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Ignore resists +15% mind defense ------ Resistance +15% lightning +3% fire +6% temporal Stealth +5 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil offense ------ Against +17% Summoned defense ------ Resist Against +25% Summoned A belt that goes around your waist. |
Duskwire the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +3% light Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Defense +1 (+1 eff.) Resistance +11% darkness +12% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Prismquencher the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Wil +2 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Defense +1 (+1 eff.) Life +34.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fulyndil the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +30 (+11 eff.) Damage +9% physical defense ------ Armor +1 Resistance +6% lightning +7% temporal +6% cold Poison Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 26% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Mayylelle (12 def, 8 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +8 Dex offense ------ Damage +9% arcane Ignore resists +15% arcane defense ------ Armor +8 Defense +12 (+10 eff.) Resistance +7% acid +8% cold +8% fire +5% arcane +8% lightning A pair of boots made of leather. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.60 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 7 temporal On-Ranged-Hit 7 temporal Damage +4% temporal Accuracy +12 (+6 eff.) defense ------ Armor +2 Resistance +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gunivon the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Cun +2 Con offense ------ Critical power +10.00% defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) other ------- EQ when Hit +0.04 Light +1 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +2 Cun defense ------ Defense +1 (+1 eff.) Mind save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Deepsslicer' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Defense +1 (+1 eff.) Resistance +5% lightning +6% temporal +1% physical +3% blight Spell save +9 (+4 eff.) Life Regen +4.00 A pointy cloth hat, very wizardly... |
linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Con offense ------ Damage +6% arcane defense ------ Defense +1 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
cashmere wizard hat 'Elyba' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil +8 Cun +4 Con offense ------ Mind Crit +6% Critical power +10.00% Mindpower +4 (+2 eff.) Spellpower/crit +4 Damage +8% arcane On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Defense +2 (+2 eff.) Mind save +12 (+6 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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... |
Giluhor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +1% Damage +3% mind defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Mind save +6 (+3 eff.) A cap made of leather. |
Glorylaith the Hellslace (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +4 Cun defense ------ Armor +1 Fatigue +1% Resistance +6% fire +12% light +6% nature A cap made of leather. |
hardened leather cap 'Beturabeth' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +4.0% defense ------ Armor +3 Fatigue +3% Resistance +6% blight +3% physical Life Regen +2.00 Cut Resist +20% other ------- Stamina when Hit +1.70 EQ when Hit +1.30 A cap made of leather. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
400 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Gada2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex +2 Con defense ------ Resistance +3% mind other ------- Light +8 See Invisibility +12 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. |
Xeratta2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +4 Con offense ------ Physical Power +10 (+4 eff.) Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Physical save +6 (+3 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ce'Nuldann'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +9% mind When Hit 6 blight defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Porarialle (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Mag offense ------ Accuracy +15 (+7 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +5 (+5 eff.) Resistance +5% darkness +6% fire Physical save +3 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
innervating iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Zubyminne the steel torque of mindblast [power 155] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag offense ------ Spellpower +5 (+1 eff.) Damage +12% blight Ignore resists +5% blight Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Xerulemina the Pitchdare [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +10 (+5 eff.) Damage +3% mind +12% darkness other ------- Psi when Hit +0.12 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Dourmark [power 206] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Str +4 Mag +5 Wil offense ------ Damage +9% cold defense ------ Resistance +6% darkness Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 33% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Biedagh the Cornac Cultist of Entropy level 20
78th Regrowth 123rd year of Ascendancy at 08:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Biedagh the Cornac Cultist of Entropy level 25
38th Pyre 123rd year of Ascendancy at 21:01 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Biedagh the Cornac Cultist of Entropy level 24
37th Pyre 123rd year of Ascendancy at 21:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Biedagh the Cornac Cultist of Entropy level 10
23rd Dusk 122nd year of Ascendancy at 00:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Biedagh the Cornac Cultist of Entropy level 20
73rd Regrowth 123rd year of Ascendancy at 16:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Biedagh the Cornac Cultist of Entropy level 20
6th Pyre 123rd year of Ascendancy at 07:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Biedagh the Cornac Cultist of Entropy level 6
17th Dusk 122nd year of Ascendancy at 02:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Biedagh the Cornac Cultist of Entropy level 13
4th Allure 123rd year of Ascendancy at 10:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Biedagh the Cornac Cultist of Entropy level 24
37th Pyre 123rd year of Ascendancy at 19:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Biedagh the Cornac Cultist of Entropy level 16
59th Regrowth 123rd year of Ascendancy at 20:13 see stats
Log
Saving done.
Today is the 54th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
You carefully get away without making a sound.
Today is the 55th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:45.
Today is the 56th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:08.
Today is the 57th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:21.
Today is the 58th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:46.
Today is the 59th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.







































































































