















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Select your Escorts 1.7.0Allows 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 28 / 38% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 12) |
| Dexterity | 49 (base 21) |
| Constitution | 43 (base 12) |
| Magic | 46 (base 12) |
| Willpower | 79.637184461652 (base 42) |
| Cunning | 97 (base 60) |
Resources
| Psi | 105/105 |
| Life | 1065/1065 |
| Steam | 100/100 |
| Stamina | 327/327 |
| Equilibrium | 63 |
| Healing Factor | 1.7797742564935 |
| Regeneration | 64.143020376703 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -1000 |
| Infravision | 13 |
| See Invisible | 15 |
| Stealth | 73 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 54 |
| Crit Chance | 35% |
| APR | 63 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 54 |
| Crit Chance | 34% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +7% |
| Darkness | +15% |
| Cold | +7% |
| All | 0% |
Offense: Damage Penetration
| Cold | +6% |
| Fire | +10% |
| Nature | +47% |
Defense: Base
| Armour (hardiness) | 49.813812345938 (48.304188961773%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 46%( 70%) |
| Arcane | + 25%( 70%) |
| Mind | + 26%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 57%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 46%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Stun Resistance | 62% |
| Silence Resistance | 10% |
| Poison Resistance | 11% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Oozing blades | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Dread | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Forge | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Insidious Poison |
| talent | Volatile Poison |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Antimagic Shield |
| talent | Apply Poison |
| talent | Forge Shield |
| talent | Beyond the Flesh |
| talent | Stealth |
| talent | Mechanical Arms |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.8 and stamina regeneration by 1.9. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 124 - 173 Accuracy: 73 (knife) APR: 14 Crit Chance: +44% Crit mult: 178% Uses Stats: 54% Wil, 75% Cun |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+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 Horned Horror. * 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'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within4 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 | onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
| On hands | Sewerraven (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature +10% fire Melee Ret 8 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +9% nature HP.reg +2.00 Disarm- +70% ---------- misc Stam/turn +0.50 Max.stam +12.00 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Hariblek the brass lantern 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Wil +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +15% darkness Apr +1 ----- def ----- Armour +2 Max.HP +41.00 ---------- misc Vim/s.crit +2.00 Infravis +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gyssra the Thundertorrent (0 def, 13 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +8 Cun ----- def ----- Armour +13 Fatigue +1% Resists +6% lightning +1% physical Phys.save +11 (+5 eff.) Mind.save +12 (+4 eff.) Die.at -20.00 life HP.reg +4.00 A hat made of leather. Very stylish. |
| On feet | Yvytha the pair of rough leather boots (0 def, 3 armour) 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% blight Crit.chn- 5.00% Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Stealth +6 Max.HP +60.00 Heal.mod +10% ---------- misc Infravis +1 Talents +3 Moss Tread A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | treant's copper ring of life0.1 T1 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Max.HP +45.00 HP.reg +6.00 Heal.mod +11% Poison- +11% Disease- +12% Rings make your fingers look great! |
| On fingers | Relgynaristir the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) Apr +1 ----- def ----- Resists +6% blight +3% fire +5% arcane HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
| Around neck | Polarassra the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Mag +3 Wil +1 Cun dps ---------- Phys.crit +2.0% ----- def ----- Armour +6 Fatigue -6% HP.reg +2.00 ---------- misc Infravis +1 Amulets make your neck look great! |
| In main hand | Frigidoracle (16-18 power, 61 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 82% Wil, 49% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +61 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 42 damage and reducing their armor While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Mind.pwr +34 (+9 eff.) Dmg.mod +4% nature ----- def ----- Resists +16% lightning +11% fire +5% blight +24% cold Crit.chn- 10.00% Disease- +13% ---------- misc Infravis +2 See.Invis +9 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
| Around waist | rough leather belt 'Nerildana'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% blight +3% physical +6% mind Die.at -80.00 life Max.HP +36.00 Blind- +20% A belt that goes around your waist. |
| In off hand | pulsing mindstar of frost (13-14 power, 49 apr, nature damage) 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 82% Wil, 49% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +49 Crit +4.5% Atk.spd 100% On Hit: * splashes acid on your target dealing 42 damage and reducing their armor While equipped: dps ---------- Mind.crit +4% Mind.pwr +13 (+3 eff.) Melee+ 5 cold Dmg.mod +7% cold Res.pen +6% cold ----- def ----- Armour +7 Resists +8% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | linen cloak 'Arethra' (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Resists +24% lightning Mind.save +3 (+1 eff.) Die.at -20.00 life Heal.mod +20% Silence- +10% Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe of life (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con ----- def ----- Resists +6% blight +15% all Max.HP +40.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 150% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 88%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 202; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Kotar0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag +1 Cun +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +9% arcane Amulets make your neck look great! |
Relgudekhad the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.pwr +10 (+4 eff.) Acc +15 (+5 eff.) Apr +1 ----- def ----- Defense +15 (+5 eff.) Heal.mod +10% Cut- +50% ---------- misc Max.stam +10.00 Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 420 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Voidvile'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 30% * 10% chance to reduce armor by 28% ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Equi/ret +0.04 Max.hate +2.00 Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +23% Amulets make your neck look great! |
Belimira0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +12 Spell.save +11 (+6 eff.) Blind- +10% Disease- +10% Cut- +10% Pinning- +20% ---------- misc Max.stam +16.00 Rings make your fingers look great! |
Durabar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +5 (+1 eff.) Dmg.mod +9% physical +11% cold Acc +5 (+1 eff.) Apr +1 ----- def ----- Resists +22% cold ---------- misc Max.hate +6.00 Rings make your fingers look great! |
Gygasenor the Sootreek0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Melee Ret 4 darkness ----- def ----- Defense +6 (+2 eff.) Resists +9% acid +9% cold Rings make your fingers look great! |
Koryroldir the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +8 Wil +2 Cun dps ---------- Crit.mult +5.00% Spell.pwr +6 (+3 eff.) Melee+ 9 physical Ranged+ 10 physical Res.pen +5% blight On Hit (Melee): * 12% chance to reduce all saves and defense by 37 On Hit (Ranged): * 11% chance to reduce all saves and defense by 37 ----- def ----- Fatigue -5% Spell.save +3 (+2 eff.) ---------- misc Max.enc +20 Mana/turn +0.04 Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xeruwen0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +11% fire Apr +4 On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Resists +22% fire ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +28% Rings make your fingers look great! |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 38% Wil, 70% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
pulsing mindstar of life (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blizzardspar the stralite steamgun4.0 T4 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +17 nature On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +7 Str +7 Dex +8 Mag +6 Wil +9 Cun +7 Con dps ---------- Dmg.mod +9% cold Res.pen +10% nature Acc +10 (+3 eff.) ---------- misc Light +2 See.Invis +21 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Beatar1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) HP.reg +0.90 Heal.mod +11% ---------- misc See.Invis +3 A belt that goes around your waist. |
Rimebringer1.0 T1 belt armor [Rare] Nature While equipped: Stats +7 Str +2 Con ----- def ----- Resists +3% cold Max.HP +31.00 ---------- misc Infravis +3 A belt that goes around your waist. |
Salille1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.crit +5.0% Dmg.mod +3% acid Res.pen +5% physical On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Armour +2 Defense +5 (+1 eff.) Resists +6% lightning +6% temporal A belt that goes around your waist. |
grounding rough leather belt of burglary1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +6% lightning +6% temporal Stealth +6 ---------- misc T.Disarm +6 Infravis +3 A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenezor the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Wil +4 Cun dps ---------- Res.pen +5% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Maloregogen (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Res.pen +5% acid +15% physical On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +3 Die.at -20.00 life ---------- misc Stam/turn +1.40 Max.stam +12.00 A pair of boots made of leather. |
Wildviper the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +9% acid Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Shockhash' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil +3 Cun +2 Con dps ---------- Dmg.mod +3% lightning +9% physical Res.pen +15% lightning ----- def ----- Armour +3 Resists +8% fire +7% cold Phys.save +18 (+8 eff.) Mind.save +12 (+4 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
Islotira the rough leather gloves (10 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind Acc +6 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+3 eff.) Resists +9% acid Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xadalle the Blazekiller (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +1 Mag dps ---------- Dmg.mod +15% lightning Acc +6 (+2 eff.) Melee Ret 2 blight ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Crit.chn- 10.00% Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Searbreaker' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +7 Mag +5 Wil dps ---------- Spell.pwr +7 (+3 eff.) Melee+ 6 arcane Dmg.mod +8% arcane Res.pen +25% fire Acc +13 (+4 eff.) Melee Ret 4 fire ----- def ----- Armour +2 Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Xerema' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +5 Mag dps ---------- Spell.crit +4% Crit.mult +20.00% Dmg.mod +3% arcane Res.pen +5% arcane Acc +19 (+6 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Delokalthomas the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Psi/ret +0.08 Breathe water A cap made of leather. |
Glimmernigh the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Dmg.mod +6% light Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Infravis +3 A cap made of leather. |
Olusin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +5% nature +3% acid Spell.save +3 (+2 eff.) Blind- +20% ---------- misc Psi/ret +0.04 A pointy cloth hat, very wizardly... |
Ulirath (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% temporal Phys.save +12 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
iron helm 'Dairabar' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Phys.crit +2.0% ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning Die.at -60.00 life ---------- misc Stam/turn +1.00 Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
238 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Thunderwitch' (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Fatigue -4% Resists +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heatsorrow1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Crit.mult +10.00% Phys.pwr +7 (+3 eff.) Res.pen +15% mind +8% all Apr +8 ----- def ----- Resists +12% fire ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Gogol the Cornac Adventurer level 27
44th Haze 122nd year of Ascendancy at 00:57 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Gogol the Cornac Adventurer level 19
11st Haze 122nd year of Ascendancy at 01:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gogol the Cornac Adventurer level 16
8th Dusk 122nd year of Ascendancy at 21:59 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Gogol the Cornac Adventurer level 24
35th Haze 122nd year of Ascendancy at 05:15 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gogol the Cornac Adventurer level 28
62nd Haze 122nd year of Ascendancy at 15:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gogol the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 03:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gogol the Cornac Adventurer level 20
11st Haze 122nd year of Ascendancy at 13:00 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Gogol the Cornac Adventurer level 19
59th Dusk 122nd year of Ascendancy at 10:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gogol the Cornac Adventurer level 27
56th Haze 122nd year of Ascendancy at 23:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gogol the Cornac Adventurer level 11
4th Mirth 122nd year of Ascendancy at 17:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gogol the Cornac Adventurer level 11
6th Mirth 122nd year of Ascendancy at 05:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gogol the Cornac Adventurer level 23
30th Haze 122nd year of Ascendancy at 16:20 see stats
Log
Gogol activates Quickdraw.
Gogol deactivates Insidious Poison.
Gogol activates Insidious Poison.
Gogol deactivates Volatile Poison.
Gogol activates Volatile Poison.
Gogol deactivates Unstoppable Nature.
Gogol activates Unstoppable Nature.
Gogol deactivates Psiblades.
Gogol activates Psiblades.
Gogol deactivates Antimagic Shield.
Gogol activates Antimagic Shield.
Gogol deactivates Apply Poison.
Gogol activates Apply Poison.
Gogol deactivates Forge Shield.
Gogol activates Forge Shield.
Gogol deactivates Mechanical Arms.
Gogol activates Mechanical Arms.
Gogol deactivates Beyond the Flesh.
Gogol activates Beyond the Flesh.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Stealth
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Talent Attune Mindstar is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 81 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).





















































































































