














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Class: Spellweaver 1.7.4Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. 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 | Madness Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 18 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Isyba the orc fighter at level 18 on the 36th Profit 122nd year of Ascendancy at 13:49 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 21) |
| Dexterity | 18 (base 20) |
| Constitution | 26 (base 20) |
| Magic | 18 (base 20) |
| Willpower | 58 (base 46) |
| Cunning | 64.706123483606 (base 46) |
Resources
| Life | -134/852 |
| Equilibrium | 53 |
| Healing Factor | 0.53 |
| Regeneration | 6.6510793139172 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 57.014614331156 |
| See Invisible | 57.014614331156 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 68 |
| Accuracy | 36 |
| Crit Chance | 19% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Darkness | -30% |
| All | -38% |
| Cold | -35% |
| Nature | -19% |
Offense: Damage Penetration
| Darkness | +5% |
| Mind | +5% |
| Nature | +45% |
Defense: Base
| Armour (hardiness) | 39.13621249835 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 1 |
| Physical Save | 58 |
| Spell Save | 52 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 37%( 70%) |
| Physical | -23%( 70%) |
| Cold | + 41%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 24%( 70%) |
| Lightning | + 26%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Disarm Resistance | 24% |
| Bleed Resistance | 40% |
| Confusion Resistance | 24% |
| Knockback Resistance | 24% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 11% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 21 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
| Wild-gift / Eyal's fury | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Moss | 1.60 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Acidic Skin |
| talent | Psiblades |
| talent | Mitosis |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 38%. Weakened |
| beneficial effect | Acid damage increased by 9%. Corrosive Nature |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | Nature damage increased by 13%. Natural Acid |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 114.77 frostdusk damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | The target's skin reacts to damage, granting 26 armour. Stoneskin |
| detrimental effect | Physical resistance reduced by 33% and talents cooldowns increased by 67%. Brittle Bones |
| detrimental effect | The target is lost in a nightmare that deals 123.84 darkness damage each turn and has a 55% chance to cause a random detrimental effect. Waking Nightmare |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | 28% chance to fully absorb any damaging actions. Leaves Cover |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | You gain 27% resistance against blight, cold and darkness. Resolve |
Quests
You successfully escorted the lost spellblade to the recall portal on level 3 of Trollmire. Escort: lost spellblade (level 3 of Trollmire)As a reward you improved mental save by +18. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Heart of the Gloom. Escort: stranded daemon-powered (level 2 of Heart of the Gloom) | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Trollmire. Escort: unfocused psion (level 2 of Trollmire)As a reward you improved Cunning by +8. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 within | active |
Equipment
| On feet | Lelyldil the pair of rough leather boots (25 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +25 (+10 eff.) Changes resistances: +2% physical Only die when reaching: -80.00 life Infravision radius: +2 A pair of boots made of leather. |
| Quiver | 58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern 'Adabeth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 2 acid Changes resistances: +15% lightning / +3% light / +3% blight Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +11% 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 | Hailbait (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +6% mind / +3% acid Changes resistances penetration: +5% mind Changes damage: +9% acid / +3% cold A cap made of leather. |
| On hands | hardened leather gloves 'Ce'Nytha' (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Effects on melee hit: * 12% chance to reduce all saves and defense by 30 Damage (Melee): 18 mind / 12 darkness Changes stats: +3 Str / +4 Wil / +3 Con Physical save: +13 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: -10 (-3 eff.) Disarm immunity: +24% Mindpower: +5 (+2 eff.) Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | BalancespireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 58% Damage when hit (Melee): 4 nature Changes resistances: +22% acid Changes resistances penetration: +20% nature Changes damage: +11% acid Mental save: +6 (+1 eff.) Confusion immunity: +24% Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | LisilleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Critical mult.: +30.00% Rings make your fingers look great! |
| Around neck | stabilizing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal Cut immunity: +40% Pinning immunity: +20% Knockback immunity: +24% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 270 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | creative vined mindstar of balance (5-6 power, 35 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 95% Wil, 57% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.70 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% 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 | Anorak the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Effects on melee hit: * 20% chance to slow global speed by 58% Damage when hit (Melee): 2 acid Changes resistances: +3% blight Physical save: +6 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | Nosarain the vined mindstar (5-6 power, 35 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +35 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +12 acid When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +6% darkness / +6% acid Changes resistances penetration: +5% darkness Changes damage: +8% darkness Talent mastery: +0.10 Cursed / Darkness Talent granted: +1 Attune Mindstar Physical save: +8 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Blindness immunity: +11% Equilibrium when hit: +1.50 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% 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 | Wildmarrow (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +3% nature / +10% cold Changes resistances penetration: +20% nature Changes damage: +6% nature Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Corpsedare the woollen robe (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Effects when hit in melee: * 4% chance to slow global speed by 58% * 4 arcane resource burn Changes resistances: +16% acid / +12% darkness / +3% nature / +13% mind / +9% all Changes resistances penetration: +5% nature Changes damage: +11% acid Physical save: +12 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +20 (+5 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.Sulfurcrypt the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 58% Damage (Melee): 11 acid Changes resistances: +8% acid / +18% light / +12% fire / +15% darkness / +9% cold Changes resistances penetration: +10% nature Changes damage: +6% acid Light radius: +3 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. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 324/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Karina the Dwarf Oozemancer level 13
14th Profit 122nd year of Ascendancy at 14:09 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Karina the Dwarf Oozemancer level 10
3rd Profit 122nd year of Ascendancy at 01:17 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Karina the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 22:24 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Karina the Dwarf Oozemancer level 9
1st Profit 122nd year of Ascendancy at 04:20 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Karina the Dwarf Oozemancer level 12
5th Profit 122nd year of Ascendancy at 09:23 see stats
Log
Karina receives 15 healing from Ghoul.
Karina receives 18 healing from Ghast.
Karina receives 18 healing from Ghast.
Karina receives 18 healing from Ghast.
Karina receives 18 healing from Ghoulking.
Karina gains 4% of a turn from Ancestral Life.
Ghast stops being poisoned.
Bleeding from Karina hits Ghast for 36 physical damage.
Bleeding from Karina hits Ghast for 44 physical damage.
Bleeding from Karina hits Ghast for 51 physical damage.
Bleeding from Karina hits Ghoulking for 36 physical damage.
Bleeding from Karina hits Ghast for 31 physical damage.
Poison from Karina's mucus ooze hits Ghoul for 1 nature damage.
Karina's Slime Spit hits Ghast for 34 nature damage.
Bleeding from Karina hits Ghoul for 42 physical damage.
Isyba the orc fighter is no longer inspired.
Something performs a melee critical strike against Ghast!
Ghast is poisoned!
Something hits Ghast for 1 nature damage.
Bleeding from Karina hits Isyba the orc fighter for 14 physical damage.
Karina's Slime Spit hits Ghoulking for 24 nature damage.
Melee retaliation hits Ghoul for 7 acid, 24 acid, 0 arcane, 3 nature (34 total damage).
Ghoul hits Karina for 25 physical damage.
Isyba the orc fighter uses Supercharge Tinkers.
Isyba the orc fighter supercharges all tinkers.
Karina loses sight!
Karina succumbs to the nightmare!
Karina's skin returns to normal.
Impending Doom from Isyba the orc fighter hits Karina for 60 cold, 0 darkness (60 total damage).
Waking Nightmare from Isyba the orc fighter hits Karina for 130 darkness damage.













































































