












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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 Allow Respec Anywhere 1.2.3Embers 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 31 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by forge-giant at level 31 on the 43rd Stralite 123rd year of Ascendancy at 11:32 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 17 (base 16) |
| Constitution | 15 (base 13) |
| Magic | 75 (base 60) |
| Willpower | 11 (base 10) |
| Cunning | 61 (base 53) |
Resources
| Life | -354/908 |
| Mana | 275/295 |
| Insanity | 36/100 |
| Healing Factor | 1.2660311219417 |
| Regeneration | 7.9126945121356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 47.882121981944 |
| See Invisible | 46.882121981944 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 51 |
| Crit Chance | 28% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +18% |
| Arcane | +7% |
| Mind | +12% |
| All | 0% |
| Darkness | +97% |
| Light | +27% |
| Temporal | +5% |
| Fire | +9% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +10% |
| Fire | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 7.0000000000006 (35.65183292883%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 25 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 32%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 67%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 42% |
| Teleport Resistance | 10% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. 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 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 390 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 Possessed. | 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: 157. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * 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 |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glimmerorder (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +15% light +6% mind Res.pen +10% darkness +5% mind ----- def ----- Armour +1 Phys.save +11 (+5 eff.) Mind.save +11 (+3 eff.) ---------- misc Light +1 A pair of boots made of leather. |
| Light source | Dimsteel2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +3% temporal +3% light +3% darkness Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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 'Elenerath' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness +3% cold Phys.save +3 (+1 eff.) Heal.mod +10% Blind- +20% Teleport- +10% A pointy cloth hat, very wizardly... |
| Tool | Flashquell the dwarven-steel torque of psionic shield [power 85] (14/21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% lightning +10% fire ----- def ----- Resists +15% mind +12% fire Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 21 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 41 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | copper ring 'Lustrebrace'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +6% acid +6% temporal +6% fire +5% arcane +12% mind Max.HP +44.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | Nightspawn1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +4 Resists +9% cold +6% fire +1% physical Crit.chn- 15.00% Pinning- +10% A belt that goes around your waist. |
| In main hand | short elven-wood bonestaff of protection (25-30 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of war-making (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +11% Mind.crit +8% Crit.mult +10.00% ----- def ----- Armour +2 Unarmed combat: Power 22.5 - 24.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +10.0% Atk.spd 100% On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken linen robe of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal +7% arcane +12% darkness ----- def ----- Resists +18% darkness +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Flamepain' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +9% fire +3% nature Acc +20 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +9% nature +6% fire Max.HP +53.00 ---------- misc Max.stam +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
Elixir of Mastery0.0 potion [Plot Item] Nature Grant you four additional stat points. A vial of thick maroon fluid. |
acid wave rune (damage 40; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 40.25 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 10; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 22; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 15; resist 17%; move 54%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 54% faster, and you are invisible (power 15). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 54; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 54 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
gladiator's steel ring =CON=0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Rings make your fingers look great! |
gladiator's steel ring of lightning (+24%) =HP=0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
arcing stralite greatmaul of massacre (68-103 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 68.5 - 102.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Massive two-handed mauls. |
enhanced elm longbow of enduring =HP/ALL=4.0 T1 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +6 Str +6 Dex +6 Mag +14 Wil +6 Cun +15 Con ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
stormbringer's ash longbow of dexterity (+5)4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Crit.r2 +14 lightning +23 cold While equipped: Stats +5 Dex dps ---------- Mov.spd +33% Res.pen +11% lightning +12% cold +11% physical Longbows are used to shoot arrows at your foes. |
truestriking stralite mace (40-56 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +12 (+4 eff.) Apr +9 Blunt and deadly. |
creative pulsing mindstar of frost (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +8 (+4 eff.) Melee+ 10 cold Dmg.mod +13% cold Res.pen +4% cold ----- def ----- Armour +15 Resists +7% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 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. |
ash vilestaff (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
bloodlich's ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Cun +2 Con dps ---------- Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +26.00 Max.N.En +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Fogreek' (32-38 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 32.0 - 38.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil +1 Cun +2 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+6 eff.) Dmg.mod +32% arcane +3% darkness ----- def ----- Armour +5 Defense +6 (+3 eff.) Crit.chn- 15.00% ---------- misc Max.mana +52.00 See.Invis +9 Wards +2 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of breaching (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +4 Dmg.mod +20% fire Res.pen +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eilinuda (20-29 power, 11 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +4.5% Atk.spd 100% Melee+ +12 blight While equipped: Stats +11 Str +5 Dex +8 Mag +5 Wil +8 Cun +8 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% physical Res.pen +25% acid One-handed war axes. |
chilling dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 cold On Crit: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +9 (+4 eff.) One-handed war axes. |
plaguebringer's steel waraxe of shearing (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 27 While equipped: dps ---------- Res.pen +7% all Acc +11 (+4 eff.) Apr +7 ----- def ----- Disease- +16% One-handed war axes. |
warbringer's dwarven-steel waraxe of enduring (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego++] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +11 Con +8 Wil dps ---------- Phys.pwr +8 (+4 eff.) Res.pen +7% physical ----- def ----- Max.HP +42.00 Disarm- +10% One-handed war axes. |
Bethamita1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Mind.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +12% mind +6% acid Phys.save +7 (+3 eff.) Max.HP +45.00 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
Aeruvena the Moldstreak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +3 Cun dps ---------- Spell.crit +5% Mind.crit +5% Dmg.mod +9% nature Res.pen +15% darkness Melee Ret 6 nature ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dispeller's cashmere robe of darkness (+8%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +16% darkness ----- def ----- Resists +8% lightning +32% darkness +8% light +8% blight +8% fire +8% cold +11% all Phys.save +10 (+5 eff.) Spell.save +29 (+14 eff.) Mind.save +13 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nightpain (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +5 (+2 eff.) Res.pen +10% darkness +20% lightning Apr +8 ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +18% darkness +15% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of dwarven-steel boots of spellbinding (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Armour +7 Fatigue +3% ---------- misc Spell.cld 10% Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
cinder drakeskin leather gloves of strength (+5) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +14 (+7 eff.) Melee+ 5 fire Dmg.mod +6% fire ----- def ----- Armour +3 Resists +7% fire Unarmed combat: Power 30.5 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Durakath the cured leather armour (12 def, 8 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +5 Dex +7 Mag +2 Wil +5 Cun +14 Con ----- def ----- Armour +8 Defense +12 (+6 eff.) Fatigue +7% ---------- misc Infravis +3 A suit of armour made of leather. |
enlightening hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +7% physical Phys.save +15 (+7 eff.) Mind.save +15 (+5 eff.) A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
50 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 onyx0.0 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Lelederozor the Fogfame (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +10 Str +8 Wil +1 Cun dps ---------- Phys.crit +12.0% Mind.crit +12% Crit.mult +17.00% Phys.pwr +8 (+4 eff.) Dmg.mod +6% darkness +3% mind Apr +6 ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +6% darkness +6% physical ---------- misc Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
11 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. |
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. |
3 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
elemental pouch of dwarven-steel shots of erosion (18/18, 32-38 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Nature Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +8 nature On Hit: * Create an explosion dealing 109 cold damage (1/turn) Shots are used with slings to pummel your foes to death. |
cleansing yew wand of shielding [power 266] (14/17 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By one the Drem Writhing One level 16
29th Profit 122nd year of Ascendancy at 19:26 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By one the Drem Writhing One level 23
16th Loss 122nd year of Ascendancy at 17:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By one the Drem Writhing One level 20
14th Wealth 122nd year of Ascendancy at 05:15 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By one the Drem Writhing One level 27
14th Steel 123rd year of Ascendancy at 20:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By one the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 01:06 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By one the Drem Writhing One level 20
13rd Wealth 122nd year of Ascendancy at 12:39 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By one the Drem Writhing One level 30
36th Stralite 123rd year of Ascendancy at 01:21 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By one the Drem Writhing One level 21
24th Wealth 122nd year of Ascendancy at 22:21 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By one the Drem Writhing One level 12
6th Profit 122nd year of Ascendancy at 07:09 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By one the Drem Writhing One level 11
30th Voratun 122nd year of Ascendancy at 03:50 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By one the Drem Writhing One level 12
3rd Acquisition 122nd year of Ascendancy at 08:07 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By one the Drem Writhing One level 15
17th Profit 122nd year of Ascendancy at 22:59 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By one the Drem Writhing One level 30
39th Stralite 123rd year of Ascendancy at 16:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By one the Drem Writhing One level 14
11st Profit 122nd year of Ascendancy at 18:22 see stats
Log
Tentacle Constriction from One hits Forge-giant for 323 darkness, 210 darkness (532 total damage).
Melee retaliation hits one for 35 fire, 35 fire (69 total damage).
Forge-giant hits Forge-giant for 0 fire damage.
Burning from Forge-giant hits one for 45 fire damage.
Forge-giant casts Flame.
Forge-giant starts to bleed black blood.
Forge-giant performs a melee critical strike against one!
Forge-giant hits one for 136 fire, 58 blight, 6 nature, 47 fire, 75 blight, 47 fire, 5 fire (375 total damage).
One uses Infusion: Movement.
One is moving at extreme speed!
One has finished recovering.
Forge-giant stops bleeding black blood.
Forge-giant's cleansing fire area effect hits one for 43 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
One's tentacle fails to move Forge-giant!
Tentacle Constriction from One performs a melee critical strike against Forge-giant!
Tentacle Constriction from One hits Forge-giant for 235 darkness damage.
Melee retaliation hits one for 35 fire damage.
Forge-giant hits Forge-giant for 0 fire damage.
Burning from Forge-giant hits one for 68 fire damage.
Forge-giant uses Throw Boulder.
Forge-giant hurls a huge boulder at one!
One is knocked back!
Forge-giant hits one for 264 physical damage.
one the level 31 drem writhing one was eviscerated to death by a forge-giant on level 5 of Dreadfell.
Forge-giant is free from the tentacle constriction.







































































































