










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
QuickTome: Event Changes 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.5.5This 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 Select your Escorts 1.5.0Allows 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. Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Female |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 22 / 59% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 51) |
| Dexterity | 21 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 51 (base 46) |
| Cunning | 14 (base 10) |
Resources
| Life | 794/794 |
| Steam | 100/100 |
| Stamina | 266/266 |
| Equilibrium | 10 |
| Healing Factor | 1.4761497326203 |
| Regeneration | 4.35464171123 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +32.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 11 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 43 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Physical | +12% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.268691405098 (94.117647058824%) |
| Defense | 27 |
| Ranged Defense | 36 |
| Fatigue | 32 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 10%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 66% |
| Confusion Resistance | 16% |
| Teleport Resistance | 5% |
| Blind Resistance | 28% |
| Silence Resistance | 20% |
| Disarm Resistance | 100% |
| Pinning Resistance | 71% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 567% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Icy Skin |
Quests
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 anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | 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 successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+3 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 14% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (26 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (48 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Duvytohek1.0 T3 lite [Rare] Master While equipped: ----- def ----- Armour +6 Resists +6% darkness Mind.save +6 (+3 eff.) Blind- +28% Confus- +16% Stun/Frz- +15% Teleport- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 See.Stealth +11 See.Invis +7 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Emeloldann the rough leather cap (6 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +9% physical Melee Ret 12 physical ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +10% light +10% darkness Die.at -40.00 life Silence- +20% A cap made of leather. |
| Tool | Cyromivena the yew totem of thorny skin [power 46] (14 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Str +1 Dex ----- def ----- Resists +9% nature +6% darkness ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 46 and armour hardiness by 50% Puts all charms on 14 cooldown 100% to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | heroic hardened leather gloves (0 def, 6 armour) 1.0 T3 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Max.HP +41.00 Disarm- +80% ---------- misc Talents +3 Iron Grip Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable dwarven-steel plate armour of Eyal (5 def, 20 armour) 17.0 T3 massive armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Hardiness +20% Defense +5 (+3 eff.) Fatigue +28% Max.HP +54.00 HP.reg +2.70 Heal.mod +12% A suit of armour made of metal plates. |
| Cloak | Treeknight (4 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +4 (+2 eff.) Rng.Def +3 (+2 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.80 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Belygorn'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +4 Cun +2 Con ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Die.at -60.00 life Max.HP +40.00 Amulets can have magical properties. |
Inventory
medical injector implant of the psychic (efficiency 162% / cooldown 80%)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 162% efficiency and cooldown mod of 80%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 243 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. 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 ability. |
heroism infusion of the warrior (+15 for 7 turns, die at -569)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 7 turns. While Heroism is active, you will only die when reaching -569 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Girita the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Mag +2 Wil +6 Cun dps ---------- Res.pen +10% mind Amulets can have magical properties. |
Tarratosin the Ravensever0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% mind +6% darkness Res.pen +5% darkness +5% mind On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Branedor'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Crit.dmg- 15.00% Spell.save +3 (+1 eff.) Mind.save +30 (+13 eff.) Amulets can have magical properties. |
copper amulet 'Xeramira'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +15% acid +15% darkness +3% blight +11% fire +6% nature +12% cold Amulets can have magical properties. |
insulating copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Abyssbreak0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +21% light +9% fire ----- def ----- Resists +3% light +15% fire Amulets can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +24% Rings can have magical properties. |
gold ring of nature (+26%)0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +13% nature ----- def ----- Resists +26% nature Rings can have magical properties. |
mule's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Fatigue -4% Resists +24% fire ---------- misc Max.enc +22 Rings can have magical properties. |
Aerydraldil the Umbrawreath (137% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Disrupt/Master/Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature On Hit.r1 +4 darkness On Crit.r2 +4 darkness On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to remove a magical effect While equipped: dps ---------- Res.pen +15% light Massive two-handed battleaxes. |
Windwinter the steel battleaxe (146% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Master/Psionic Power 147% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +13% Living While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +3% darkness +3% temporal Massive two-handed battleaxes. |
Ginarigund the stralite greatmaul (176% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 177% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 111% Phasing +10% While equipped: Stats +6 Dex +3 Con dps ---------- Acc +12 (+4 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +2 Resists +14% acid +14% fire +16% lightning +13% cold Phys.save +9 (+5 eff.) Spell.save +13 (+6 eff.) Massive two-handed mauls. |
Boltseam (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 lightning +10 temporal +10 mind +9 nature On Crit.r2 +8 lightning On Hit: * 17% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% temporal Acc +10 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +36% Massive two-handed swords. |
Chablek the dwarven-steel greatsword (149% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +17 ice +12 mind While equipped: dps ---------- Res.pen +12% cold Melee Ret 4 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +14 Resists +9% acid ---------- misc Hate/m.crit +4.00 Massive two-handed swords. |
hardened leather belt 'Glitterdash'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +8% lightning +8% temporal +15% fire +12% cold ---------- misc Light +3 A belt that goes around your waist. |
insulating hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +7% cold Max.HP +34.00 A belt that goes around your waist. |
Airbrace (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +2 (+1 eff.) Apr +2 On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +7 (+4 eff.) Rng.Def +6 (+3 eff.) Fatigue -3% Phys.save +6 (+3 eff.) Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gita the Dazzleripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Mag +2 Con dps ---------- Res.pen +15% light ----- def ----- Defense +1 (+1 eff.) ---------- misc Light +1 Telepathy Demon/Minor Humanoid/Orc Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Leludotar (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue -3% Crit.dmg- 10.00% Phys.save +8 (+4 eff.) Blind- +25% Silence- +35% ---------- misc Max.enc +25 A pair of boots made of leather. |
Dagelin the pair of iron boots (0 def, 7 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +7 Fatigue +2% Resists +6% lightning +6% temporal Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galle the Sunpunish (0 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +25% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Fatigue +2% Resists +3% acid ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Malygahir' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue -2% Resists +3% blight +3% fire Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Hate/m.crit +3.00 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Balidar the Flashwyrd (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +6% Crit.mult +7.00% ----- def ----- Armour +1 Resists +2% physical Die.at -40.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tulodig the Glareravage (0 def, 5 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +5 Resists +3% nature +5% arcane Phys.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Disease- +5% Disarm- +20% ---------- misc Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand rough leather gloves of dexterity (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +4% physical Acc +11 (+3 eff.) ----- def ----- Armour +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Urthuleralach' (0 def, 6 armour)1.5 T3 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +5% Mind.crit +8% Crit.mult +9.00% ----- def ----- Armour +6 Resists +3% light Phys.save +30 (+13 eff.) Confus- +10% ---------- misc Max.stam +25.00 Metal gloves protecting the hands up to the middle of the lower arm. |
grounding linen wizard hat of the mountain (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal +11% physical A pointy cloth hat, very wizardly... |
Blindknave the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +9% temporal +5% arcane +4% physical Poison- +5% Stun/Frz- +10% A cap made of leather. |
Grinerorak (0 def, 1 armour) =10 Wil=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +10 Wil +3 Con dps ---------- Mind.crit +2% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Mind.save +6 (+3 eff.) A cap made of leather. |
defender's rough leather cap (5 def, 5 armour)2.0 T1 head armor [Ego+] Master While equipped: ----- def ----- Armour +5 Defense +5 (+3 eff.) Fatigue +1% Resists +2% all Phys.save +5 (+3 eff.) A cap made of leather. |
rough leather cap 'Cuthyyarin' (6 def, 7 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +1% Resists +3% light Mind.save +9 (+5 eff.) Blind- +5% Disease- +5% Silence- +10% A cap made of leather. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 153.7 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Aeryraba (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Mag +2 Wil +3 Cun +5 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) ---------- misc Light +2 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Umbratyphoon' (0 def, 3 armour) =water=3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +6% cold Mind.save +3 (+2 eff.) ---------- misc Telepathy Dragon Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
5 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
2 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
524 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. |
Cyrath2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil +4 Con ----- def ----- Resists +2% physical Mind.save +6 (+3 eff.) Heal.mod +20% ---------- misc Light +2 See.Stealth +7 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 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. |
Emeludabeth1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Str +4 Wil +8 Con dps ---------- Dmg.mod +8% mind +6% physical Res.pen +20% physical ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Camukan (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +8 Wil +3 Cun dps ---------- Apr +6 ----- def ----- Heal/summ +50 ---------- misc Max.hate +6.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
quick dwarven-steel torque of psychoportation [power 34] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 34) Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By KroWy the Krog Wyrmic level 11
15th Dusk 122nd year of Ascendancy at 09:08 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By KroWy the Krog Wyrmic level 21
28th Haze 122nd year of Ascendancy at 02:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By KroWy the Krog Wyrmic level 10
6th Dusk 122nd year of Ascendancy at 11:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By KroWy the Krog Wyrmic level 20
16th Haze 122nd year of Ascendancy at 07:27 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By KroWy the Krog Wyrmic level 17
65th Dusk 122nd year of Ascendancy at 20:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By KroWy the Krog Wyrmic level 18
5th Haze 122nd year of Ascendancy at 09:50 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By KroWy the Krog Wyrmic level 10
7th Dusk 122nd year of Ascendancy at 21:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By KroWy the Krog Wyrmic level 16
50th Dusk 122nd year of Ascendancy at 23:36 see stats
Log
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There is a Hidden compound here (press '' or right click to use).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 2nd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:40.
Today is the 3rd Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 4th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 5th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 7th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
There is a Ruins of Kor'Pul here (press '' or right click to use).
Ran for 48 turns (stop reason: at exit).
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Today is the 8th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:25.
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Today is the 9th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:36.
Today is the 10th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
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Today is the 1st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 16 turns (stop reason: interesting terrain).
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KroWy deactivates Icy Skin.

































































































































