
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Discordant class (and friends) - enemy edition 1.6.7This is a fork of Rukaneo's Discordant and Friends, itself a fork of Vectorinox's Discordant and Friends. This fork removes the brakes on the original addon by allowing enemies to get all non-customer classes from this addon, and marks some of the most egregiously broken (on enemies) talents as enemy-unusable. Each class should now be a challenge to work around on enemies, rather than being literally unkillable (notably primitive and discordant). ----------- Original from VectorinoxDescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Recaiden's Undead Racepack - fork 1.7.0This is a compilation of my undead race addons: Edits by Shadowing: removed restriction for dreadlord Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Weaver Class 1.7.6Adds Weaver class. Weaver is a Wilder subclass, a resilient unarmed combatant with emphasis of moving around strategically through their set-up battlefield. Their skill sets revolve around arachnids. Laying webs, injecting enemies with poison, beating enemies with your limbs, creating cocoon for later consumption, and more! Their talents mainly uses equilibrium, have huge equilibrium demand yet heavy hitting, and moderate-long cooldown. Some even needs "special charge" to use. So if you decide to become one of the weaver, make sure to use your talents and resources wisely! They get access to: --- wild-gift: weaver anatomy wild-gift: threads and webs wild-gift: dance of the Weaver wild-gift: cocoon utilization wild-gift: chitin --- Post Note: We are highly looking forward for you to become one of the weaver and take part on the hunt for preys!. Please leave reviews, comments, and certainly bug reports! Happy hunting, Weaver! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Consolidated Artifice 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees to simplify preparation of tools and traps. Trap Priming, Cunning Tools, Intricate Tools and Master Artificer are changed to passive talents that modify the behavior of the expanded trap/tool selection dialogs under Trap Mastery resp. Rogue's Tools, from which all desired trap or tool preparation can be done at once. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. 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.
Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Dual-Classes Reworked by AscendingPhoenix (Rae edit) 1.7.6 Small edit done by me that nerfs enemy talent level scaling across the board. I take no credit for this great rework of the original Multi-Class challenge, all credit goes
to AscendingPhoenix, find the orignal mod here: https://te4.org/games/addons/tome/dual-class-challengeAllows the player to pick two classes, but the difficulty scales upward. The mod dramatically ramps up the difficulty level to compensate. (Original by StarKeep, forked mod by Raenarill). You advance twice as fast, and gain six talent category points: at 10, 20, 30, 40, 50, and 60. You gain normal stat points until level 51. BLITZ MODE: You gain two thirds more talent points. After level 66, you gain one class talent point per level and one generic every two out of three levels. CLASSIC MODE: features base game talent points until level 100. CLASS EVOLUTIONS: You can swap your first and second classes in the Game Options tab for evolutionary purposes. TIP: Good equipment takes the usual time to show up, so you probably will see it at about lvl 50 with dual classing enabled. In order to activate this addon, look at your Game Options for a new tab. Enjoy. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Dreadful Arms 1.7.4Allows mechanical arms to use any offhand item to perform its attack instead of being restricted to mindstars. I'm not sure why you'd want this. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Possessor Bonus Class 1.7.4Donators/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 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 16 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Emelanne the dire wolf at level 13 on the 14th Dusk 122nd year of Ascendancy at 22:41 1 / 4Killed by Iseda the assassin at level 15 on the 32nd Dusk 122nd year of Ascendancy at 02:26 Killed by mecharachnid (servant of Casshoon) at level 16 on the 33rd Dusk 122nd year of Ascendancy at 16:06 Killed by Emelikira the large brown snake at level 16 on the 33rd Dusk 122nd year of Ascendancy at 18:12 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 42 (base 32) |
| Constitution | 16 (base 15) |
| Magic | 16 (base 16) |
| Willpower | 19 (base 12) |
| Cunning | 44 (base 33) |
Resources
| Life | 363/363 |
| Psi | 139/139 |
| Steam | 100/100 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 50 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Lightning | +3% |
| Light | +3% |
| Cold | +9% |
| Darkness | +4% |
| Physical | +4% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +10% |
| Blight | +5% |
| Darkness | +4% |
| Fire | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (51.69962066283%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 27 |
| Mental Save | 23 |
Defense: Resistances
| Mind | + 10%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Sound | + 16%( 70%) |
| Cold | + 15%( 70%) |
| Fire | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 60% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -167 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 167 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Steamtech / Elusiveness | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Drones | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the wandering musician from death by Cyrille the rattlesnake. Escort: wandering musician (level 2 of Wolfmire) | failed |
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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within6 lumberjacks have died. | done |
Equipment
| Psionic focus | iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | Ichorrend (33/33, 12-15 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 12.5 - 15.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 33 Ranged+ +8 acid On Hit.r1 +4 nature On Crit.r2 +4 acid +4 fire While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
| On hands | sand hardened leather gloves of strength (+4) (0 def, 7 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 7 physical Dmg.mod +4% physical ----- def ----- Armour +7 Disarm- +60% ---------- misc Talents +1 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 | brass lantern 'Lelukor'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +6% mind ---------- misc Psi/ret +0.04 Max.hate +8.00 Max.psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quenchzeal the rough leather hat (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Crit.mult +20.00% Mind.pwr +5 (+3 eff.) Dmg.mod +9% cold Res.pen +10% mind Apr +4 ----- def ----- Armour +1 Fatigue +1% Silence- +10% ---------- misc Max.psi +10.00 A hat made of leather. Very stylish. |
| On feet | Blazevile (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +10% fire ----- def ----- Armour +1 Resists +9% darkness Spell.save +9 (+4 eff.) Mind.save +3 (+1 eff.) Stealth +6 Cut- +20% 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 | Daimadedratar the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +3% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+2 eff.) Resists +9% fire ---------- misc Max.psi +10.00 Rings make your fingers look great! |
| On fingers | Cloudvault the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +3% lightning +3% light Res.pen +5% lightning Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +6% light Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of mastery (0.12 Wild-gift / Mindstar mastery)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +21% ---------- misc Masteries +0.12 Wild-gift/Mindstar mastery Amulets make your neck look great! |
| In main hand | steel steamgun of recursion4.0 T2 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | steady steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | linen cloak 'Islaselaith' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Wil +2 Cun dps ---------- Dmg.mod +4% darkness +4% fire Res.pen +4% darkness +4% fire Apr +1 ----- def ----- Defense +1 (+0 eff.) Die.at -80.00 life ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Issikhad the cured leather armour (6 def, 8 armour) 9.0 T2 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +15 (+8 eff.) Mind.pwr +10 (+5 eff.) Res.pen +5% blight Melee Ret 10 physical ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +8% Resists +16% sound +15% cold +15% temporal ---------- misc Mana/s.crit +1.00 A suit of armour made of leather. |
Inventory
medical injector implant of the warrior (efficiency 93% / cooldown 98%)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 93% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the wizard (res 18%; magical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
starlit copper amulet of mastery (0.12 Technique / Primal Might)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +10% darkness Blind- +20% ---------- misc Masteries +0.12 Technique/Primal Might Amulets make your neck look great! |
thought-forged iron battleaxe of massacre (24-36 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master/Psionic Power 24.0 - 36.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 mind On Hit: * 16% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Betesewen the Hailnigh (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +11 blight +12 cold On Hit: 20% Epidemic 1 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 15 This is a bardic weapon. While equipped: dps ---------- Dmg.mod +3% arcane +3% blight Melee Ret 10 cold ----- def ----- Disease- +12% Sharp, short and deadly. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% This is a bardic weapon. While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
slime-covered steel dagger of massacre (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 48% This is a bardic weapon. Sharp, short and deadly. |
thought-forged steel dagger (10-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 11% chance to reduce all saves and defense by 22 This is a bardic weapon. While equipped: Stats +1 Cun +2 Wil Sharp, short and deadly. |
steel greatmaul 'Yarodunadan' (36-54 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 36.0 - 54.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Resists +7% temporal Spell.save +3 (+1 eff.) Disarm- +31% ---------- misc Mana/s.crit +1.00 Massive two-handed mauls. |
Thundershine (12-17 power, 3 apr)3.0 T1 rapier 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 60% Cun, 40% Dex Acc+ +0.5% APR (max 50%) Apr +3 Crit +1.5% Atk.spd 100% Melee+ +8 lightning On Crit.r2 +12 lightning This is a bardic weapon. While equipped: dps ---------- Dmg.mod +21% temporal Res.pen +10% lightning Melee Ret 2 lightning ----- def ----- Resists +9% lightning Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Paint Stripper (6-8 power, 5 apr) Paint Stripper (6-8 power, 5 apr)1.0 T1 ritual blade 1H weapon [Unique] Arcane Power 6.0 - 7.8 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +5 Crit +2.0% Atk.spd 100% This is a bardic weapon. While equipped: dps ---------- Spell.crit +3% Dmg.mod +10% arcane +10% acid ----- def ----- Resists +10% arcane +10% acid Mages are strange people. |
rough leather sling 'Grinorach'4.0 T1 sling 1H weapon [Rare] Psionic Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Proj.spd +200% Ranged+ +6 sound While equipped: Stats +3 Str +2 Dex +3 Cun dps ---------- Dmg.mod +10% sound ----- def ----- Crit.chn- 10.00% Slings are used to hurl stones or metal shots at your foes. |
iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Overcutter (13-20 power, 12 apr)3.0 T1 steamsaw 2H weapon Reqs Str 20 [Unique] Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +2.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
Betowyn the Freezenaught1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% light +15% cold ----- def ----- Resists +5% sound Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Smearwake1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 2 nature ----- def ----- Defense +10 (+3 eff.) Resists +6% light Mind.save +3 (+1 eff.) Stealth +6 A belt that goes around your waist. |
grounding rough leather belt of the armsmaster1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Resists +6% lightning +5% temporal Phys.save +6 (+6 eff.) A belt that goes around your waist. |
padded rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +7% blight +6% sound Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Prismbiter the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% temporal Phasing +10% Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +10% sound Silence- +12% ---------- misc Mana/turn +0.08 Light +1 Melody when hit: +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather hat of dexterity (+2) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
rough leather cap 'Cystcrack' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +3% mind Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +1 Fatigue +1% Resists +6% nature A cap made of leather. |
rough leather hat 'Kilngore' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% darkness +3% fire Melee Ret 4 fire ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +3% light +6% darkness A hat made of leather. Very stylish. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Max.HP +25.00 HP.reg +3.20 Heal.mod +12% ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +11% nature +11% blight A suit of armour made of leather. |
cured leather armour 'Venomtreason' (6 def, 4 armour)9.0 T2 light armor [Random Unique] Master While equipped: dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +2% Crit.mult +12.00% Phys.pwr +3 (+2 eff.) Mind.pwr +2 (+1 eff.) Res.pen +15% nature ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% sound +17% lightning ---------- misc Mana/s.crit +2.00 A suit of armour made of leather. |
rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% cold A suit of armour made of leather. |
sandstone wardstone 'Halokhad' sandstone wardstone 'Halokhad'1.0 T1 wardstone armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +20% arcane ----- def ----- Defense +12 (+4 eff.) Resists +12% lightning +11% arcane +3% darkness Dmg.red +1 all Proj.slow +10% Disarm- +10% Stun/Frz- +10% ---------- misc Wards +2 arcane Talents +2 Ward Handheld warding devices |
Tarrylin (39/39, 17-24 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 17.0 - 23.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 39 Proj.spd +200% While equipped: ---------- misc Reload +7 Arrows are used with bows to pierce your foes to death. |
Kindleoath (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% temporal Melee Ret 6 light 6 temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dayravager the elm flute (8-10 power, 2 apr, sound damage) Dayravager the elm flute (8-10 power, 2 apr, sound damage)1.0 T1 flute instrument [Rare] Arcane Power 8.0 - 9.6 Sound Uses 60% Cun, 30% Dex Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid On Crit.r2 +4 light On Hit: * 20% chance to reduce strength, dexterity, and constitution by 15 This instrument will act as a bashing device. While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +5% nature ----- def ----- Resists +4% sound +9% blight +3% acid Mind.save +3 (+1 eff.) Blunt, short and deadly. Doubles as a woodwind instrument. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 96.12 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
steel singing sword 'Sparklore' (20-29 power, 2 apr) steel singing sword 'Sparklore' (20-29 power, 2 apr)3.0 T2 singsword instrument [Random Unique] Arcane Power 20.5 - 28.7 Physical Uses 90% Str, 25% Cun Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 sound +8 light +12 mind Against +9% Undead On Hit: * 25% chance to afflict the target with Wasting, causing 84 Temporal damage over 5 turns. * 25% chance to afflict the target with a Burn, causing 84 Fire damage over 5 turns. This is a bardic weapon. While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +9% fire +6% mind +8% temporal ----- def ----- Resists +6% lightning A two-handed sword that converts voice into sound. |
Khelarig [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Spell.pwr +20 (+10 eff.) Phasing +20% ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Casshoon the Cornac Adventurer level 12
8th Dusk 122nd year of Ascendancy at 04:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Casshoon the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 04:39 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Casshoon the Cornac Adventurer level 15
32nd Dusk 122nd year of Ascendancy at 03:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Casshoon the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 04:40 see stats
Log
Casshoon misses Something.
Something hits Casshoon for 26 mind damage.
Something receives 9 healing.
Something hits Casshoon for 23 mind damage.
Casshoon uses Hypervision Goggles.
Something receives 8 healing.
Something hits Casshoon for 33 mind damage.
Casshoon the level 16 cornac adventurer was psyched to death by Emelikira the large brown snake on level 2 of Ruins of Kor'Pul.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Casshoon!
Saving game...
Saving done.
Resting starts...
Talent Vitality is ready to use.
Talent Infusion: Healing is ready to use.
Mecharachnid (servant of Casshoon) activates Mecharachnid Link.
Talent Heavy Weapon Expertise is ready to use.
Talent Strafe is ready to use.
Talent Gunner Drone is ready to use.
Talent Shockstaff is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Thermal Shield is ready to use.
Talent Kinetic Shield is ready to use.
Talent Hypervision Goggles is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).



























































































