









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! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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. Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Berserker |
| Level / Exp | 26 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Vorusenn the gigantic sandworm tunneler at level 23 on the 14th Regrowth 123rd year of Ascendancy at 01:02 / 2Killed by fire drake at level 26 on the 21st Regrowth 123rd year of Ascendancy at 12:28 |
Primary Stats
| Strength | 117 (base 57) |
| Dexterity | 49 (base 41) |
| Constitution | 22 (base 22) |
| Magic | 13 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 32 (base 10) |
Resources
| Life | -357/655 |
| Stamina | 152/272 |
| Healing Factor | 1.1024166372474 |
| Regeneration | 9.0949372572907 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
Offense: Mainhand
| Damage | 179 |
| Accuracy | 63 |
| Crit Chance | 24% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| All | 0% |
| Arcane | +9% |
| Mind | +6% |
| Nature | +15% |
Offense: Damage Penetration
| Cold | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 18 (38.594633868923%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 20 |
| Mental Save | 31 |
Defense: Resistances
| Arcane | + 8%( 70%) |
| Mind | + 18%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 617 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 720% 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 Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within10 lumberjacks have died. | done |
Equipment
| On feet | Layonn the Shockorder (5 def, 1 armour) =hp=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% lightning Ignore Armor +3 defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +6% lightning +6% temporal +3% light Unlife -80.00 life A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emiba (0 def, 3 armour) =hp=2.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% fire +9% cold Mind save +18 (+9 eff.) Unlife -60.00 life Disease Resist +20% Disarm Resist +20% A cap made of leather. |
| Tool | ash wand of shielding 'Arthygatar' [power 176] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +4 Str +2 Mag defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 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. |
| On fingers | Halildil =hp=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +6 Dex offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +6 Resistance +15% mind Unlife -80.00 life Life Regen +4.00 Rings make your fingers look great! |
| On fingers | Xith =con=0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +1 Dex +5 Wil +5 Cun +5 Con offense ------ Physical Power +6 (+1 eff.) Mindpower +7 (+3 eff.) Damage +10% nature +9% arcane defense ------ Resistance +20% nature Spell save +9 (+5 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Emelithra'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Critical power +20.00% Damage +6% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +3% cold Life +33.00 other ------- Max hate +2.00 A belt that goes around your waist. |
| In main hand | thought-forged dwarven-steel greatmaul of massacre (163% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Master/Psionic Weapon Damage 163% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +12 mind On Hit: * 31% chance to reduce all saves and defense by 19 While equipped: Stats +3 Cun +3 Wil Massive two-handed mauls. |
| On hands | Fuluromihell the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +1 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 6 nature Damage +5% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature Life Regen +4.00 other ------- Stamina/turn +0.50 Max stamina +18.00 Light +3 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +8 nature On Hit: 10% Nightmare level 3 On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Gilogodin the rough leather armour (3 def, 6 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Damage +3% physical defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% cold +5% arcane +9% fire Unlife -60.00 life Disease Resist +10% Silence Resist +20% A suit of armour made of leather. |
| Cloak | murderer's cashmere cloak of the hunter (2 def, 0 armour) =hp=2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Accuracy +24 (+6 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Fatigue -6% Life +48.00 other ------- Max stamina +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Sleethunger the copper amulet =hp=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +6% physical Ignore resists +5% cold Accuracy +25 (+6 eff.) defense ------ Unlife -40.00 life other ------- Stamina/turn +3.00 Max stamina +30.00 Amulets make your neck look great! |
Inventory
wild infusion (res 18%; physical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 28%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 7; phase 29; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 101; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] 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 101 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Isoma the copper amulet =con=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Accuracy +10 (+3 eff.) defense ------ Defense +10 (+4 eff.) Physical save +9 (+4 eff.) other ------- Stamina/turn +1.00 Amulets make your neck look great! |
Magmastreak the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +2 Mag offense ------ Damage +11% lightning Ignore resists +10% fire defense ------ Resistance +22% lightning +3% light Mind save +6 (+3 eff.) Unlife -40.00 life Disarm Resist +20% Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% lightning Accuracy +4 (+1 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
elm magestaff of greater warding (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% cold defense ------ Armor +7 Defense +6 (+2 eff.) other ------- Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of breaching (100% power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% blight Ignore resists +5% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Earthhunger' (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Nature 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: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% fire Ignore resists +15% nature +15% cold On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Defense +7 (+3 eff.) Resistance +18% cold other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 52.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of illumination (120% power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Nature Weapon Damage 120% 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 (+8 eff.) Spellpower/crit +4 Damage +20% blight defense ------ Defense +8 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 52.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Duvuldir' (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +10 lightning +10 cold While equipped: offense ------ Move Speed +24% Ignore resists +6% lightning +8% cold defense ------ Resistance +3% nature +3% blight Unlife -80.00 life Poison Resist +20% Disease Resist +20% One-handed war axes. |
Gloradhebeth the Sparkspawner (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +16 lightning +8 blight On-Hit, radius 1 +8 blight On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +9% lightning +12% blight Sharp, short and deadly. |
stormbringer's steel dagger (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +9 lightning +5 cold While equipped: offense ------ Move Speed +21% Ignore resists +8% lightning +8% cold Sharp, short and deadly. |
mossy mindstar of storms (77% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 6 lightning Damage +5% lightning Ignore resists +7% lightning defense ------ Resistance +6% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of resolve (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +11 (+5 eff.) defense ------ Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of clarity (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +5% nature defense ------ Resistance +3% blight Mind save +5 (+2 eff.) Disease Resist +14% other ------- Max psi +21.00 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. |
yew longbow 'Eilinukira'4.0 Encumbrance T3 longbow 2H weapon [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-crit, radius 2 +11 acid +29 nature While equipped: Stats +5 Con offense ------ Physical Crit +14.0% Ignore resists +15% acid +17% nature Accuracy +14 (+4 eff.) Ignore Armor +14 defense ------ Resistance +3% light Unlife -20.00 life Life +40.00 Life Regen +2.00 Stun Resist +20% other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 170 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +11 (+9 eff.) Damage +7% all defense ------ Resistance +12% darkness +10% mind +9% all Physical save +12 (+6 eff.) Spell save +13 (+7 eff.) Mind save +22 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of blight (+12%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +12% blight +12% arcane defense ------ Resistance +12% blight +11% all other ------- Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +2 (+2 eff.) Damage +10% cold defense ------ Resistance +11% all +15% cold Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
volcanic rough leather armour of the deep (3 def, 10 armour)9.0 Encumbrance T1 light armor [Ego++] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 5 fire defense ------ Armor +10 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +12% fire +6% cold +13% physical other ------- Breathe water A suit of armour made of leather. |
cured leather armour 'Loamblood' (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +15% light +6% lightning Ignore resists +20% lightning +20% nature On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +19% cold other ------- Light +2 A suit of armour made of leather. |
volcanic cured leather armour (6 def, 11 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 6 fire defense ------ Armor +11 Defense +6 (+2 eff.) Fatigue +7% Resistance +11% fire +11% physical A suit of armour made of leather. |
steel mail armour of the deep (2 def, 8 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
Blindsteel (7 def, 0 armour) =con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +1 Wil +3 Con offense ------ When Hit 6 darkness defense ------ Defense +7 (+3 eff.) Physical save +5 (+2 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
pair of rough leather boots 'Huruneg' (15 def, 1 armour) =con=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +3 Con defense ------ Armor +1 Defense +15 (+5 eff.) Resistance +9% acid +1% physical +3% lightning Healmod +5% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. 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. A pair of boots made of leather. |
Ce'Nowyn (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +30% mind defense ------ Armor +5 Fatigue +2% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of the iron hand (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Mag +7 Wil +4 Con offense ------ On-Hit 5 acid 5 fire 5 cold 6 lightning defense ------ Armor +2 Disarm Resist +28% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 ice +7 fire +11 acid +5 lightning On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Polama the Thundervortex (0 def, 7 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +24% lightning +5% physical Ignore resists +25% lightning When Hit 6 lightning defense ------ Armor +7 Fatigue +1% Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag defense ------ Armor +2 Fatigue +3% Resistance +5% light +6% darkness Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +16.00 Infravision +2 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +14 light +16 darkness On Hit: 10% Nightmare level 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 31.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex offense ------ Accuracy +18 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Neralrada (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Damage +12% lightning +21% arcane defense ------ Defense +1 (+1 eff.) Resistance +18% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Vim-on-crit +2.00 A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +1% other ------- Infravision +2 A cap made of leather. |
Chinarilar (0 def, 3 armour) =con=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Cun +3 Con offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 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. |
3 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. |
brass lantern 'Cyrilrathra' =con=2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Str +3 Dex +4 Wil +2 Con offense ------ Ignore resists +5% mind defense ------ Resistance +7% blight Life Regen +2.00 other ------- Light +3 Infravision +2 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. |
iron pickaxe 'Noonlace' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Wil offense ------ Mind Crit +2% Physical Power +4 (+1 eff.) Move Speed +10% defense ------ Resistance +6% light +3% fire other ------- Max psi +10.00 Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Murkquarry the elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% acid +9% temporal +3% nature On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
It Which Writhes =con=0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By TinyMightyBlade the Yeek Berserker level 23
13rd Regrowth 123rd year of Ascendancy at 06:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By TinyMightyBlade the Yeek Berserker level 13
34th Haze 122nd year of Ascendancy at 17:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By TinyMightyBlade the Yeek Berserker level 23
14th Regrowth 123rd year of Ascendancy at 01:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By TinyMightyBlade the Yeek Berserker level 10
10th Haze 122nd year of Ascendancy at 17:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By TinyMightyBlade the Yeek Berserker level 20
2nd Decay 122nd year of Ascendancy at 19:49 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By TinyMightyBlade the Yeek Berserker level 22
11st Regrowth 123rd year of Ascendancy at 06:28 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By TinyMightyBlade the Yeek Berserker level 23
13rd Regrowth 123rd year of Ascendancy at 06:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By TinyMightyBlade the Yeek Berserker level 12
29th Haze 122nd year of Ascendancy at 15:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By TinyMightyBlade the Yeek Berserker level 8
3rd Dusk 122nd year of Ascendancy at 20:58 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By TinyMightyBlade the Yeek Berserker level 24
19th Regrowth 123rd year of Ascendancy at 09:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By TinyMightyBlade the Yeek Berserker level 18
76th Haze 122nd year of Ascendancy at 12:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By TinyMightyBlade the Yeek Berserker level 23
14th Regrowth 123rd year of Ascendancy at 01:02 see stats
Log
Temporal stalker is encased in ice!
Fire drake's devouring flames area effect drains life from TinyMightyBlade!
Fire drake's devouring flames area effect drains life from Rimebark!
Fire drake receives 4 healing from Something.
Fire drake receives 4 healing from Something.
Fire drake receives 4 healing from Something.
Fire drake receives 3 healing from TinyMightyBlade.
Temporal stalker hits TinyMightyBlade for 71 physical damage.
Rimebark's ice area effect hits TinyMightyBlade for 64 cold damage.
Rimebark's ice area effect hits Temporal stalker for 84 cold damage.
Fire drake receives 4 healing from Rimebark.
Burning from Fire drake hits TinyMightyBlade for 84 fire damage.
Fire drake's devouring flames area effect hits TinyMightyBlade for 24 fire damage.
Fire drake's devouring flames area effect hits Rimebark for 30 fire damage.
------Player Action Start------
TinyMightyBlade uses Stunning Blow.
TinyMightyBlade performs a melee critical strike against Temporal stalker!
Temporal stalker resists the terror!
Temporal stalker resists the stunning blow!
TinyMightyBlade performs a melee critical strike against Temporal stalker!
Temporal stalker resists the terror!
Temporal stalker resists the stunning blow!
Rimebark uses Winter's Fury.
TinyMightyBlade hits Temporal stalker for (90 to ice), 135 physical, (1 to ice), 2 mind, (2 to ice), 3 nature, (71 to ice), 107 physical, (1 to ice), 2 mind, (2 to ice), 3 nature (255 total damage).
------Player Action End------
Fire drake roars!
Fire drake hits TinyMightyBlade for 335 physical damage.
TinyMightyBlade the level 26 yeek berserker was maimed to death by a fire drake on level 3 of The Maze.
TinyMightyBlade no longer revels in blood quite so much.
TinyMightyBlade's rage subsides!























































































