Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Yeek |
Class | Adventurer |
Level / Exp | 13 / 45% |
Size | medium |
Lifes / Deaths | no deaths recorded 10002 / 0 |
Primary Stats
Strength | 41 (base 18) |
Dexterity | 40 (base 37) |
Constitution | 45 (base 20) |
Magic | 39 (base 39) |
Willpower | 40 (base 30) |
Cunning | 51.8 (base 24) |
Resources
Paradox | 300 |
Mana | 554/555 |
Psi_feedback | 0/150 |
Vim | 140/140 |
Life | 884/884 |
Souls | 50/50 |
Stamina | 511/511 |
Positive | 350/350 |
Healing Factor | 1.22 |
Regeneration | 45.450373932983 |
Speed
Mental | +21.124306977254% |
Attack | 0% |
Movement | +18.956558708535% |
Spell | +21.124306977254% |
Global | +128.8058731508% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 12 |
Offense: Mainhand
Damage | 75 |
Accuracy | 61 |
Crit Chance | 72% |
APR | 21 |
Speed | 0.83 |
Offense: Spell
Spellpower | 67 |
Crit Chance | 86% |
Speed | 0.82559811895377 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 51.834433935659 (79.384615384615%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 61 |
Mental Save | 48 |
Defense: Resistances
All | + 38%( 70%) |
Defense: Immunities
Silence Resistance | 65% |
Pinning Resistance | 100% |
Knockback Resistance | 69% |
Confusion Resistance | 100% |
Fear Resistance | 69% |
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Blind Resistance | 88% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Willpower 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 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and poison effect. |
Class Talents
Cursed / Gloom | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Sun | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Plague | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Arcane | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Spellblaze | 2.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Corruption / Fearfire | 2.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 2.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Earth | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Engineering | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Chronomancy | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 2.20 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Fate Weaving | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Feedback | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Stone alchemy | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Conveyance | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
talent | Stone Skin |
talent | Blurred Mortality |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Infestation |
talent | Flame of Urh'Rok |
talent | Raze |
talent | Searing Sight |
talent | Shielding |
talent | Arcane Feed |
talent | Shadow Feed |
talent | Chant of Resistance |
talent | Daunting Presence |
talent | Hymn of Shadows |
talent | Defensive Posture |
talent | Gloom |
talent | Arcane Power |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | stabilizing linen wizard hat (2 def, 0 armour) stabilizing linen wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil Physical save: +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 17 power out of 50/50) : Effective talent level: 4.0 Power cost: 17 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 4 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 31 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. |
Around waist | rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | ash starstaff 'Kilnenvy' (17-20.4 power, 3 apr, physical element) ash starstaff 'Kilnenvy' (17-20.4 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Changes resistances: +5% arcane Changes damage: +17% physical Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | blighted iron gauntlets of strength (+3) (0 def, 2 armour) blighted iron gauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +4% blight When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 1). Burst (radius 2) on crit: +6 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Aerunne the Startide (0 def, 0 armour) Aerunne the Startide (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +5% arcane / +15% light Mental save: +17 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: 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. |
Around neck | Moldroar MoldroarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +7 Cun / +8 Con Changes resistances: +10% cold / +14% fire / +9% temporal Changes damage: +3% nature Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
Inventory
10 agate 10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
66 alchemist agate 66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (4/4) Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 83 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Captain Obliteration the Yeek Adventurer level 13
8th Mirth 122nd year of Ascendancy at 10:35 see stats
By Captain Obliteration the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
By Captain Obliteration the Yeek Adventurer level 10
1st Mirth 122nd year of Ascendancy at 15:56 see stats
By Captain Obliteration the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
By Captain Obliteration the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:01 see stats
Log
Captain Obliteration activates Gloom.
Captain Obliteration deactivates Arcane Power.
Captain Obliteration activates Arcane Power.
You gain 0.05 gold from the melting of elm totem of cure ailments [power 1] (5 cooldown).
You collect a new ingredient: lump of steel (1).
You gain 1.49 gold from the melting of steel battleaxe of projection (20.5-30.75 power, 2 apr).
You gain 3.20 gold from the melting of medical injector implant of the wizard (efficiency 127% / cooldown 71%).
There is a Small lumberjack village here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ran for 2 turns (stop reason: saving).
Saving game...
Saving done.
Captain Obliteration deactivates Arcane Combat.
Captain Obliteration deactivates Blurred Mortality.
Captain Obliteration deactivates Shadow Feed.
Captain Obliteration deactivates Stone Skin.
Captain Obliteration deactivates Hymn of Shadows.
Captain Obliteration deactivates Shielding.
Captain Obliteration deactivates Arcane Power.
Captain Obliteration deactivates Gloom.
Captain Obliteration deactivates Arcane Feed.
Captain Obliteration deactivates Raze.
Captain Obliteration deactivates Shadow Combat.
Captain Obliteration deactivates Daunting Presence.
Captain Obliteration deactivates Infestation.
Captain Obliteration deactivates Searing Sight.
Captain Obliteration deactivates Chant of Resistance.
Captain Obliteration deactivates Defensive Posture.
Captain Obliteration deactivates Flame of Urh'Rok.