








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.8 Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Ashes of Urh'Rok 1.5.0Official 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:
Rest to a limited mana percentage 1.5.10Change rest to consider a certain percentage of mana sufficient to stop resting. Bugfix Pack 1.5.8An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.5.0Official 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 1.5.0Combines 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: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.5.0Donators/Buyers bonus! Razakai's Reworks 1.5.10This addon is somewhere for me to test all my wacky ideas to see what might work in the main game. As the title states, it focuses primarily on reworking existing classes and categories. The first version contains a full Berserker rework. Berserker now has 3 unlocked unique categories: Bloodthirst, Might and Rage. 2H Assault has had a few improvements made. IMPORTANT NOTES Harbinger 1.5.6 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Dreamelf 1.5.5 SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Cat Point Cap Boost 1.5.5 Nekomancer 1.5.10Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees. Changelog: 1.0.1: Updated description somewhat Crystalist 1.5.6 Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 23 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Siluldabeth the skeleton warrior at level 23 on the 39th Dearth 122nd year of Ascendancy at 01:45 / 1 |
Primary Stats
| Strength | 14 (base 23) |
| Dexterity | 1 (base 12) |
| Constitution | 1 (base 12) |
| Magic | 48 (base 53) |
| Willpower | 22 (base 32) |
| Cunning | 5 (base 12) |
Resources
| Mana | 452/452 |
| Equilibrium | 35 |
| Psi | 102/102 |
| Life | -29/479 |
| Positive | 26/96 |
| Stamina | 176/176 |
| Paradox | 300 |
| Healing Factor | 1.3810526315789 |
| Regeneration | 65.807157894736 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36.37802907116% |
| Spell | 0% |
| Global | +116.25% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 10 |
| See Invisible | 22 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 3 |
| Accuracy | 28 |
| Crit Chance | 4% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Light | +13% |
| Physical | +15% |
| Fire | +6% |
| Arcane | +12% |
| Mind | +17% |
| All | +0% |
Offense: Damage Penetration
| Arcane | +20% |
| Mind | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 58.551211628464 (74.117647058824%) |
| Defense | 27 |
| Ranged Defense | 39 |
| Fatigue | 44 |
| Physical Save | 40 |
| Spell Save | 24 |
| Mental Save | 33 |
Defense: Resistances
| Acid | 6%( 70%) |
| Blight | 26%( 70%) |
| Physical | 27%( 70%) |
| Cold | 35%( 70%) |
| All | 0%( 70%) |
| Lightning | 10%( 70%) |
| Light | 26%( 70%) |
| Temporal | 33%( 70%) |
| Mind | 11%( 70%) |
| Darkness | 43%( 70%) |
| Fire | 6%( 70%) |
| Nature | 23%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Teleport Resistance | 100% |
| Blind Resistance | 10% |
| Silence Resistance | 5% |
| Disarm Resistance | 32% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 412% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 179 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 688% for 10 turns and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravitic combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Eldritch stone | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Skate |
| talent | Elemental Harmony |
| talent | Shards |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| detrimental effect | The target is on fire, taking 29.30 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Atrophy |
| beneficial effect | Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 41.20 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 37%. Nihil |
| detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 9.58 darkness and 9.58 temporal damage each turn. Entropic Gift |
| beneficial effect | Increases global speed by 16%. Elemental Harmony |
| detrimental effect | The target is being driven mad by the void, taking 40.64 darkness damage per turn and reducing all powers by 27. Dark Whispers |
| beneficial effect | The time distortion has created a restoration field, healing the target for 31 each turn. Temporal Restoration Field |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Xanydakira the giant carpenter ant. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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 |
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& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | [vs. reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 7 armour, 100% power, 101.5 block) (In main hand, 1 of 2)]Belabrema the ash magestaff (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When used to attack (with talents): Crit. chance: +0.0% (-3.5%) Block value: +0 (-102) When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +1.0% Armour: +4 (-3) Defense: +6 (+3 eff.) (-2 (-1 eff.)) Ranged Defense: +6 (+3 eff.) (-2 (-1 eff.)) Fatigue: +0% (-12%) Changes resistances: +5% temporal / +6% darkness / +0%(-12%) physical Changes damage: +15% physical Talents granted: +1 Command Staff +0(+-3) Block Life regen: +0.20 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +16 (+6 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +9% New effects duration reduction after a teleport: +12% Reduces paradox anomalies(equivalent to willpower): +14 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Aeruldatha the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]Aeruldatha the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) (-) Armour: +2 (-) Physical save: +7 (+3 eff.) (-) Mental save: +7 (+4 eff.) (-) Disarm immunity: +32% (-) Spellpower on spell critical (stacks up to 3 times): +8 (-) Maximum mana: +80.00 (-) Spellpower: +6 (+2 eff.) (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | [vs. Ce&039;s lamp (Light source)]Ce&039;s lamp Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2(-) Dex / +5(-) Mag Changes resistances: +6%(-) blight / +6%(-) acid Physical save: +30 (+15 eff.) (-) Blindness immunity: +10% (-) Stun/Freeze immunity: +25% (-) Spellpower: +8 (+2 eff.) (-) Light radius: +5 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Zuberiwe (7 def, 5 armour) (On head)]Zuberiwe (7 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) (-) Armour: +5 (-) Defense: +7 (+3 eff.) (-) Fatigue: +5% (-) Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12(-) acid / 0(-14) item temporal energize Changes stats: +4(-) Cun Changes resistances: +10%(-) lightning / +13%(-) temporal Changes damage: +12%(-) arcane Physical save: +19 (+9 eff.) (-) Mana each turn: +0.04 (-) Maximum mana: +80.00 (-) A hat made of leather. Very stylish. |
| On feet | [vs. Vorusethra the Spiderworth (0 def, 3 armour) (On feet)]Vorusethra the Spiderworth (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 16(-) mind / 4(-) nature Changes resistances penetration: +10%(-) mind Life regen: +3.20 (-) Healing mod.: +16% (-) A pair of boots made of leather. |
| Tool | [vs. Getykan the dwarven-steel pickaxe (dig speed 22 turns) (Tool)]Getykan the dwarven-steel pickaxe (dig speed 22 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 (-) Changes stats: +4(-) Str / +2(-) Cun / +2(-) Con Reduces incoming crit damage: 10.00% (-) Light radius: +3 (-) See invisible: +12 (-) When carried: Talents granted: +1.00(-) Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. Taintprophet (On fingers, 1 of 2)]Taintprophet Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Damage when hit (Melee): 8(-) mind Changes stats: +2(-) Dex / +2(-) Mag Changes resistances: +11%(-) mind / +3%(-) nature Changes damage: +17%(-) mind Spell save: +4 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Taintprophet (On fingers, 1 of 2)]steel ring &039; Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 0(-8) mind / 8 temporal Changes stats: +0(-2) Dex / +0(-2) Mag Changes resistances: +0%(-3%) nature / +0%(-11%) mind / +22% darkness / +26% light Changes resistances penetration: +10% temporal Changes damage: +0%(-17%) mind / +11% darkness / +13% light Maximum encumbrance: +28 Spell save: +0 (+0 eff.) (-4 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+0 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | [vs. reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 7 armour, 100% power, 101.5 block) (In main hand, 1 of 3)]reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 7 armour, 100% power, 101.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% (-) Block value: +102 (-) When wielded/worn: Armour: +7 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Changes resistances: +12%(-) physical Talents granted: +3.00(-) Block Handheld deflection devices. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. reinforced dwarven-steel shield of physical resistance (+12%) (8 def, 7 armour, 100% power, 101.5 block) (In main hand, 1 of 3)] Timekeeper (12 def, 4 armour, 100% power, 76 block)Timekeeper (12 def, 4 armour, 100% power, 76 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 134% (-1%) Range: 1.1x (-0.1x) Uses stat: 60% Wil Damage type: Physical Crit. chance: +5.0% (+1.5%) Block value: +76 (-26) When wielded/worn: Armour: +4 (-3) Defense: +12 (+6 eff.) (+4 (+2 eff.)) Ranged Defense: +10 (+5 eff.) (+2 (+1 eff.)) Fatigue: +6% (-6%) Changes resistances: +0%(-12%) physical / +15% temporal / +15% darkness / +15% cold Talents granted: +3.00(-) Block Teleport immunity: +100% Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. Tap to cycle through comparison choices |
| Cloak | [vs. Duvydunagrim the Brightfury (2 def, 0 armour) (Cloak)]Duvydunagrim the Brightfury (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Damage when hit (Melee): 16(-) arcane Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +6%(-) fire Changes resistances penetration: +20%(-) arcane Changes damage: +6%(-) fire Mental crit. chance: +6% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Dagirion (4 def, 25 armour) (Main armor)]Dagirion (4 def, 25 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +25 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Silence immunity: +5% (-) Pinning immunity: +5% (-) Life regen: +2.80 (-) Stamina each turn: +0.50 (-) Mana when firing critical spell: +2.00 (-) Spell crit. chance: +2% (-) A suit of armour made of metal plates. |
Inventory
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Withering Orbs (Around neck)]copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +3 Wil Mindpower: +0 (+0 eff.) (-5 (+0 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Taintprophet (On fingers, 1 of 2)]copper ring &039; Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Damage when hit (Melee): 0(-8) mind Changes stats: +0(-2) Dex / +0(-2) Mag Changes resistances: +18% acid / +0%(-11%) mind / +0%(-3%) nature Changes damage: +0%(-17%) mind Grants telepathy: Humanoid/Orc Spell save: +0 (+0 eff.) (-4 (-2 eff.)) Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +24% Hate when firing a critical mind attack: +2.00 Maximum life: +21.00 Mental crit. chance: +1% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Dagirion (4 def, 25 armour) (Main armor)]Galurach (2 def, 6 armour) =trak= Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-19) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +14% (-8%) Changes stats: +5 Str Changes resistances: +12% physical / +12% darkness / +15% blight / +11% nature / +12% temporal Reduced damage from: +6% Unnatural Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Silence immunity: +0% (-5%) Pinning immunity: +0% (-5%) Life regen: +0.00 (-2.80) Stamina each turn: +0.00 (-0.50) Mana when firing critical spell: +0.00 (-2.00) Spell crit. chance: +0% (-2%) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
[vs. Zuberiwe (7 def, 5 armour) (On head)]rough leather hat (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +1 (-4) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: +1% (-4%) Damage when hit (Melee): 0(-12) acid / 0(-14) item temporal energize Changes stats: +0(-4) Cun Changes resistances: +0%(-10%) lightning / +0%(-13%) temporal Changes damage: +0%(-12%) arcane Physical save: +0 (+0 eff.) (-19 (-9 eff.)) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-80.00) A hat made of leather. Very stylish. |
[vs. Zuberiwe (7 def, 5 armour) (On head)]rough leather cap &039; (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +1 (-4) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: +1% (-4%) Damage when hit (Melee): 0(-12) acid / 0(-14) item temporal energize Changes stats: +4 Dex / +3 Wil / +3(-1) Cun / +4 Con Changes resistances: +0%(-10%) lightning / +0%(-13%) temporal Changes damage: +0%(-12%) arcane Critical mult.: +9.00% Physical save: +0 (+0 eff.) (-19 (-9 eff.)) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-80.00) Mindpower: +4 (+0 eff.) Infravision radius: +3 A cap made of leather. |
[vs. Zuberiwe (7 def, 5 armour) (On head)]Naturequarry the iron helm (0 def, 3 armour) =wat= Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-3 eff.)) Armour: +3 (-2) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: +5% (-) Damage when hit (Melee): 0(-12) acid / 0(-14) item temporal energize Changes stats: +0(-4) Cun Changes resistances: +6%(-4%) lightning / +0%(-13%) temporal / +6% blight / +14% cold / +3% nature / +3% fire Changes resistances penetration: +5% nature Changes damage: +0%(-12%) arcane Allows you to breathe in: water Physical save: +0 (+0 eff.) (-19 (-9 eff.)) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-80.00) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Zuberiwe (7 def, 5 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTLASTREDLASTLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLASTREDLASTLASTREDLASTREDLASTLIGHT_GREENLASTREDLASTGREENLASTLIGHT_GREENLASTREDLASTLIGHT_STEEL_BLUELASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTREDLASTROYAL_BLUELASTLIGHT_GREENLASTREDLASTLIGHT_STEEL_BLUELASTLIGHT_GREENLASTREDLASTPURPLELASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) (-7 (-3 eff.)) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.00 (-0.04) Maximum mana: +0.00 (-80.00) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
426 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Ce&039;s lamp (Light source)]Light of Revelation =big light mommy= Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes stats: +0(-2) Dex / +0(-5) Mag Changes resistances: +0%(-6%) blight / +0%(-6%) acid Damage against: +25% Horror Reduced damage from: +25% Horror Physical save: +0 (+0 eff.) (-30 (-15 eff.)) Blindness immunity: +0% (-10%) Stun/Freeze immunity: +0% (-25%) Spellpower: +0 (+0 eff.) (-8 (-2 eff.)) Light radius: +7 (+2) See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you&LASTANTIQUE_WHITE |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
[vs. Getykan the dwarven-steel pickaxe (dig speed 22 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 (-3) Damage when hit (Melee): 15 blight Changes stats: +0(-4) Str / +0(-2) Cun / +0(-2) Con Changes damage: +4% blight Reduces incoming crit damage: 0.00% (-10.00%) Light radius: +0 (-3) See invisible: +0 (-12) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Getykan the dwarven-steel pickaxe (dig speed 22 turns) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour penetration: +0 (-8) Changes stats: +0(-4) Str / +5 Wil / +0(-2) Cun / +0(-2) Con Reduces incoming crit damage: 0.00% (-10.00%) Mental save: +10 (+5 eff.) Mindpower: +5 (+0 eff.) Light radius: +0 (-3) See invisible: +0 (-12) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
[vs. Getykan the dwarven-steel pickaxe (dig speed 22 turns) (Tool)]supercharged elm wand of trap destruction [power 24] (18 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +0 (-8) Changes stats: +0(-4) Str / +0(-2) Cun / +0(-2) Con Reduces incoming crit damage: 0.00% (-10.00%) Light radius: +0 (-3) See invisible: +0 (-12) When carried: Talent granted: +0(+-1) Dig It can be used to disarm traps (24 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 18 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Getykan the dwarven-steel pickaxe (dig speed 22 turns) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Armour penetration: +0 (-8) Changes stats: +0(-4) Str / +3 Wil / +5(+3) Cun / +0(-2) Con Reduces incoming crit damage: 0.00% (-10.00%) Light radius: +0 (-3) See invisible: +0 (-12) When carried: Talent granted: +0(+-1) Dig 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Echie the Drem Adventurer level 21
28th Dearth 122nd year of Ascendancy at 10:40 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Echie the Drem Adventurer level 11
18th Profit 122nd year of Ascendancy at 10:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Echie the Drem Adventurer level 20
26th Dearth 122nd year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Echie the Drem Adventurer level 10
3rd Profit 122nd year of Ascendancy at 19:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Echie the Drem Adventurer level 20
25th Dearth 122nd year of Ascendancy at 18:11 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Echie the Drem Adventurer level 16
19th Wealth 122nd year of Ascendancy at 14:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Echie the Drem Adventurer level 9
3rd Acquisition 122nd year of Ascendancy at 19:19 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Echie the Drem Adventurer level 23
29th Dearth 122nd year of Ascendancy at 17:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Echie the Drem Adventurer level 19
21st Dearth 122nd year of Ascendancy at 20:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Echie the Drem Adventurer level 13
33rd Profit 122nd year of Ascendancy at 03:48 see stats
Log
Burning from Islileda the armoured skeleton warrior hits Echie for 26 fire damage.
Echie uses Infusion: Regeneration.
Echie starts regenerating health quickly.
Echie slows down.
Elessra the degenerated skeleton warrior loses 2 health to the entropy.
Elessra the degenerated skeleton warrior casts Netherblast.
Dark Whispers from Elessra the degenerated skeleton warrior hits Echie for 28 darkness damage.
Burning from Islileda the armoured skeleton warrior hits Echie for 26 fire damage.
Echie receives 43 healing from Temporal Restoration Field.
Siluldabeth the skeleton warrior casts Mind Blast.
Time Shield is still on cooldown for 13 turns.
Echie uses Eldritch Stone.
Echie is encased in a stone shield.
The stone shield around Echie explodes!
Elessra the degenerated skeleton warrior&fbd578LASTSLATELASTLIGHT_STEEL_BLUELASTSLATELASTGREYLASTLASTElessra the degenerated skeleton warrior loses 4 health to the entropy.
Elessra the degenerated skeleton warrior casts Entropic Gift.
Elessra the degenerated skeleton warrior&
Echie is consumed by entropy!
Elessra the degenerated skeleton warrior&LASTLASTfbd578LASTGREYLASTLASTfbd578LAST13 temporal, 10 darkness (23 total damage).
Burning from Islileda the armoured skeleton warrior hits Echie for 28 fire damage.
Echie receives 42 healing from Temporal Restoration Field.
Siluldabeth the skeleton warrior casts Searing Light.
Siluldabeth the skeleton warrior hits Echie for 70 light damage.
Saving game...



















































































