
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sawbutcher |
| Level / Exp | 22 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by ogric abomination at level 22 on the 72nd Haze 122nd year of Ascendancy at 05:51 / 1 |
Primary Stats
| Strength | 60 (base 51) |
| Dexterity | 10 (base 10) |
| Constitution | 25 (base 16) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 55 (base 41) |
Resources
| Life | -163/614 |
| Psi | 109/109 |
| Steam | 35/92 |
| Healing Factor | 1.4373846153847 |
| Regeneration | 14.158238461539 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 25 |
| Crit Chance | 16% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 25 |
| Crit Chance | 16% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Acid | +3% |
| Physical | +10% |
| Mind | +4% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Fire | +5% |
| Darkness | +60% |
Defense: Base
| Armour (hardiness) | 52.723073231957 (93.924050632911%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 38 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 36%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 30%( 70%) |
| Mind | + 16%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 54% |
| Bleed Resistance | 100% |
| Confusion Resistance | 5% |
| Knockback Resistance | 20% |
| Stun Resistance | 10% |
| Poison Resistance | 50% |
| Blind Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 92%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 76%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 12% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.20 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Mow Down |
| talent | Grinding Shield |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 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 Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by wolf. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Relgontir (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Resists +6% cold +6% mind +12% temporal Phys.save +7 (+2 eff.) Stun/Frz- +20% Knockbk- +10% ---------- misc Max.enc +32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +8 (+3 eff.) Max.HP +56.00 Heal.mod +14% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +21 (+8 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Emelowyn the Dourwhisper (0 def, 2 armour) 1.5 T3 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 9 mind Dmg.mod +4% mind +3% acid Res.pen +25% darkness Melee Ret 4 acid ----- def ----- Armour +2 Resists +7% mind +6% darkness Disarm- +0% ---------- misc Talents +2 Spring Grapple Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 3 On Hit: * 40% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ebonybrace the elm totem of thorny skin [power 17] (2/18 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +25% darkness Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 18 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 23 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 18% chance to blind ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
| On fingers | savior's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 bleed Ranged+ 6 bleed On Hit (Melee): * 11% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ----- def ----- Phys.save +8 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +11 (+4 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 31 cooldown Level 1.0 Pwr.cost 31 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Porilerin the Ashsaw (21-31.5 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +13 blight +12 fire Against +0% Undead +0% Demon +0% Horror On Hit: * 11% chance to disease * applies a stacking poison dealing 25 damage per turn Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% lightning +5% fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal Max.HP +35.00 A belt that goes around your waist. |
| In off hand | acidic dwarven-steel steamsaw of daylight (24-36 power, 14 apr) 3.0 T3 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Melee+ +9 acid +7 light Against +8% Undead +0% Demon +0% Horror On Hit: * applies a stacking poison dealing 21 damage per turn On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Anethel the Darkripper (1 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% lightning +9% temporal +12% light +27% cold +15% nature Spell.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Xeryldaba' (4 def, 9 armour) 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Resists +9% acid Crit.dmg- 10.00% Die.at -80.00 life HP.reg +6.00 Blind- +25% Poison- +50% Disease- +50% Cut- +50% Confus- +5% Knockbk- +10% ---------- misc Telepathy Dragon A suit of armour made of metal plates. |
Inventory
heat beam rune of the duelist (160 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 160.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 52)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the psychic (341 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 113.73 to 341.20 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Aerondil0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Res.pen +20% acid +5% mind ----- def ----- Resists +12% cold +12% fire Mind.save +12 (+5 eff.) Heal/summ +30 ---------- misc Equi/ret +0.08 Amulets can have magical properties. |
Bokidan the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +5 Con dps ---------- Res.pen +15% acid Acc +6 (+3 eff.) ----- def ----- Armour +4 Die.at -80.00 life Amulets can have magical properties. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +15% blight Poison- +26% Disease- +26% Amulets can have magical properties. |
cleansing gold amulet of constitution (+2)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +10% nature +10% blight Poison- +23% Disease- +21% Amulets can have magical properties. |
gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +22.00 Disarm- +23% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+4 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 16 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
dwarven-steel greatsword (39-62.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 39.0 - 62.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
Getenarichik the steel longsword (13.5-18.9 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +4 acid On Hit: * 40% chance to cause random gloom * 20% chance to corrode armour by 30% * Random elemental explosion While equipped: dps ---------- Res.pen +9% acid +9% fire +9% cold +11% lightning On Hit (Melee): * 30% chance to corrode armour by 30% Sharp, long, and deadly. |
dwarven-steel waraxe (19.5-27.3 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
steel steamsaw of erosion (15-22.5 power, 8 apr)3.0 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +5 nature +6 temporal Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+3 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Berevor the Stormbone (18-27 power, 14 apr)3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +45 On Crit.r2 +12 darkness Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% lightning +3% darkness Res.pen +25% lightning ----- def ----- Armour +4 Defense +6 (+4 eff.) Fatigue +8% Max.HP +48.00 ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
strafer's dwarven-steel steamgun of cunning (+4)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Res.pen +15% physical Acc +8 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Lisussra (4 def, 2 armour, 18.5 block)7.0 T1 shield armor [Rare] Master While equipped: Stats +1 Cun +4 Mag ----- def ----- Armour +2 Defense +4 (+3 eff.) Rng.Def +4 (+3 eff.) Fatigue +6% Resists +17% fire +3% temporal ---------- misc See.Invis +3 Talents +1 Block Handheld deflection devices. |
Corruptionking the steel shield (6 def, 2 armour, 45 block)7.0 T2 shield armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% nature ----- def ----- Armour +2 Defense +6 (+4 eff.) Rng.Def +6 (+4 eff.) Fatigue +8% Resists +6% nature Max.HP +60.00 ---------- misc Talents +2 Block Handheld deflection devices. |
Poryldalaith (2 def, 10 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Melee Ret 0 physical ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +3% blight +15% cold +6% acid Confus- +10% Pinning- +15% A suit of armour made of mail. |
spiked steel plate armour of acid resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+3 eff.) Fatigue +22% Resists +15% acid A suit of armour made of metal plates. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+4 eff.) Resists +0% nature +0% cold Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +0% nature +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Smoldersting (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +25% acid Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Resists +8% cold +27% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Adylaith' (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Spell.pwr +4 (+4 eff.) Melee Ret 4 arcane 12 mind ----- def ----- Armour +4 Fatigue +3% Mind.save +12 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of dexterity (+4) (0 def, 8 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 physical Dmg.mod +6% physical Acc +13 (+6 eff.) ----- def ----- Armour +8 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +9.0% Atk.spd 100% On Hit.r1 +7 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Armour +3 Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +8 Crit +6.0% Atk.spd 83% Melee+ +12 silence On Hit: 100% Destroy Magic 2 Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
linen wizard hat of frost (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+1 eff.) Resists +16% light A pointy cloth hat, very wizardly... |
rough leather hat 'Heatwhisper' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% mind Res.pen +10% fire Melee Ret 8 mind ----- def ----- Armour +1 Fatigue +1% Resists +30% fire A hat made of leather. Very stylish. |
rough leather hat of constitution (0) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
stabilizing rough leather hat of trickery (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
prismatic hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: Stats +0 Cun ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +10% light +13% darkness Mind.save +0 (+0 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Belesin the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% acid Res.pen +10% acid ----- def ----- Armour +3 Fatigue +1% ---------- misc Light +2 Infravis +4 A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Erelidurion the Smolderwarden (6 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% fire Acc +6 (+3 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+4 eff.) Fatigue +3% Resists +30% fire A hat made of leather. Very stylish. |
8 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
3 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. |
3 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 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. |
6 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
124 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. |
brass lantern 'Furnacecut'2.0 T1 lite [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% fire ----- def ----- Fatigue -4% ---------- misc Light +7 Telepathy Dragon 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. |
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. |
iron grapple0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
iron spike attachment0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
iron toxic cannister launcher0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
steel silver filigree0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +14% Undead +14% Demon +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
steel silver filigree0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +14% Undead +14% Demon +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
simple healing salve [power 129] simple healing salve [power 129]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 129 Puts Talent Medical Injector on 14 cooldown Medical salve. |
powerful healing salve [power 209] powerful healing salve [power 209]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 209 Puts Talent Medical Injector on 14 cooldown Medical salve. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 44 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 18 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 6 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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 178 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. |
warded yew wand of conjuration [power 205] (2/9 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 lightning +1 temporal +2 blight +2 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 102 to 205 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By --Sion the Cornac Sawbutcher level 9
28th Dusk 122nd year of Ascendancy at 03:50 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By --Sion the Cornac Sawbutcher level 19
15th Haze 122nd year of Ascendancy at 00:55 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By --Sion the Cornac Sawbutcher level 20
15th Haze 122nd year of Ascendancy at 21:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By --Sion the Cornac Sawbutcher level 10
33rd Dusk 122nd year of Ascendancy at 02:38 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By --Sion the Cornac Sawbutcher level 20
15th Haze 122nd year of Ascendancy at 18:26 see stats
May the 4th be with you!
.By --Sion the Cornac Sawbutcher level 15
55th Dusk 122nd year of Ascendancy at 02:52 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By --Sion the Cornac Sawbutcher level 8
6th Dusk 122nd year of Ascendancy at 21:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By --Sion the Cornac Sawbutcher level 8
8th Dusk 122nd year of Ascendancy at 14:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By --Sion the Cornac Sawbutcher level 20
68th Haze 122nd year of Ascendancy at 13:27 see stats
Log
--Sion resists the mind attack!
--Sion shrugs off the effect 'Poison'!
--Sion forces the iceblock to shatter.
--Sion resists the mind attack!
--Sion is free from the ice.
--Sion is dazed!
--Sion hits Iceblock for 79 physical, 13 blight, 12 fire, 23 light, 2 physical, 5 mind, 5 acid, 15 physical, 14 darkness, 5 nature, 10 acid, 7 light, 23 light, 2 physical, 5 mind, 5 acid, 15 physical, 14 darkness, 4 nature (250 total damage).
--Sion is not dazed anymore.
Ogric abomination reflects damage back to --Sion!
--Sion hits Ogric abomination for 4 acid, 14 physical, 14 darkness (32 total damage).
Ogric abomination hits --Sion for 55 physical, 5 nature, 8 temporal, 1 acid, 5 physical, 5 darkness (79 total damage).
--Sion uses To The Arms.
--Sion performs a melee critical strike against Ogric abomination!
Ogric abomination starts to bleed.
Ogric abomination slows down.
Ogric abomination resists the mind attack!
Ogric abomination is poisoned!
Ogric abomination is suffering and fails to concentrate on dealing damage.
Ogric abomination reflects damage back to --Sion!
--Sion hits Ogric abomination for 283 physical, 13 blight, 11 fire, 23 light, 2 physical, 5 mind, 4 nature (340 total damage).
Ogric abomination hits --Sion for 80 physical, 4 blight, 3 fire, 6 light, 0 physical, 1 mind, 1 nature (96 total damage).
Ogric abomination reflects damage back to --Sion!
Bleeding from --Sion hits Ogric abomination for 30 physical damage.
Poison from --Sion hits Ogric abomination for 4 nature damage.
Ogric abomination hits --Sion for 1 nature, 5 physical (5 total damage).
Ogric abomination reflects damage back to --Sion!
--Sion's fiery vapour area effect hits Ogric abomination for 31 fire damage.
Ogric abomination hits --Sion for 5 fire damage.
Saving game...





































































































