Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.7.0Adds a collection of my races. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Showing Items Tier in Inventory 1.7.2This 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 Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Possessor Bonus Class 1.7.4Donators/Buyers bonus! Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Returned |
Class | Gunslinger |
Level / Exp | 12 / 78% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 66 (base 37) |
Dexterity | 45 (base 37) |
Constitution | 59 (base 37) |
Magic | 47 (base 37) |
Willpower | 39 (base 37) |
Cunning | 47.4 (base 37) |
Resources
Insanity | 0/100 |
Vim | 291/291 |
Life | 1539/1539 |
Stamina | 352/352 |
Steam | 106/106 |
Healing Factor | 1.0120332972343 |
Regeneration | 30.510103969887 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +75% |
Spell | +200% |
Global | +155% |
Vision
Sight | 16 |
Lite | 3 |
Infravision | 11 |
See Stealth | 70.660775645922 |
See Invisible | 70.660775645922 |
Offense: Mainhand
Damage | 97 |
Accuracy | 70 |
Crit Chance | 14% |
APR | 78 |
Speed | 0.33 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62 |
Crit Chance | 16% |
Speed | 0.33333333333333 |
Cooldown Reduction | 21.45 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 12% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +22% |
Blight | +34% |
Arcane | +22% |
Cold | +33% |
All | 0% |
Physical | +22% |
Lightning | +22% |
Light | +22% |
Temporal | +22% |
Mind | +22% |
Darkness | +34% |
Fire | +34% |
Nature | +34% |
Offense: Damage Penetration
Acid | +22% |
Blight | +27% |
Arcane | +28% |
Cold | +22% |
Physical | +22% |
Lightning | +22% |
Light | +22% |
Temporal | +37% |
Mind | +22% |
Darkness | +27% |
Fire | +27% |
Nature | +27% |
Defense: Base
Armour (hardiness) | 129.6 (100%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 82 |
Mental Save | 80 |
Defense: Resistances
Acid | + 49%(100%) |
Blight | + 49%(100%) |
Arcane | + 49%(100%) |
Cold | + 63%(100%) |
All | + 35%(100%) |
Physical | + 61%(100%) |
Lightning | + 49%(100%) |
Light | + 53%(100%) |
Temporal | + 49%(100%) |
Mind | + 53%(100%) |
Darkness | + 56%(100%) |
Fire | + 64%(100%) |
Nature | + 56%(100%) |
Defense: Immunities
Silence Resistance | 20% |
Pinning Resistance | 48% |
Knockback Resistance | 45% |
Confusion Resistance | 45% |
Fear Resistance | 45% |
Stun Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
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 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Demon seeds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Chronophage | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Demonic pact | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Doom covenant | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Returned | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Adventure / Partner | 1.00 |
| 0/54 |
| 0/42 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
talent | Agile Gunner |
talent | Adventure Friendly Fire Disabler |
talent | Dismal Aura |
talent | Automated Cloak Tessellation |
talent | Blighted Path |
talent | Hardened Core |
talent | Atrophy |
talent | Embedded Restoration Systems |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You met a beggar who turned out to be a Naloren searching for aid for their people. * You promised to investigate the caves and quell the disturbance within. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | Eilinatha the Ichorguile (6 def, 3 armour) Eilinatha the Ichorguile (6 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% nature defense ------ Armor +3 Defense +6 (+2 eff.) Silence Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
Light source | tormenting brass lantern of clarity tormenting brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Cun defense ------ Affinity +3% lightning +4% darkness Mind save +5 (+1 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
On head | Duraroddachik (0 def, 4 armour) Duraroddachik (0 def, 4 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +4 Ignore resists +15% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +5% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | iron gauntlets of dexterity (+4) (0 def, 2 armour) iron gauntlets of dexterity (+4) (0 def, 2 armour)1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +2 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's copper ring of frost (+22%) marksman's copper ring of frost (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +11% cold Accuracy +6 (+1 eff.) defense ------ Resistance +22% cold other ------- Vim when Hit +3.00 Rings make your fingers look great! |
Around neck | irestone copper amulet of cunning (+2) irestone copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Psionic While equipped: Stats +2 Cun defense ------ Resistance +6% mind +5% darkness other ------- Hate-on-crit +2.00 Max hate +6.00 Amulets make your neck look great! |
In main hand | runescribed iron longsword of massacre (18-24 power, 2 apr) runescribed iron longsword of massacre (18-24 power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 arcane On-Hit, radius 1 +5 physical While equipped: offense ------ Ignore resists +6% arcane other ------- Talents +2 Corrosive Slashes Sharp, long, and deadly. |
Around waist | nightruned rough leather belt of the arcanist nightruned rough leather belt of the arcanist1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +6% light +5% darkness Spell save +6 (+1 eff.) A belt that goes around your waist. |
In off hand | acidic dwarven-steel shield of the determined (0 def, 6 armour, 34-40 power, 105.5 block) acidic dwarven-steel shield of the determined (0 def, 6 armour, 34-40 power, 105.5 block) 7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 33.5 - 40.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +106 On Hit: * 10% chance to reduce armor by 39% While equipped: offense ------ On-Hit 5 acid Damage +12% blight +12% fire +12% darkness Ignore resists +5% blight +5% fire +5% darkness On shield block: * 20% chance to use Mental Recentering and lower the cooldown of up to 3 wild gift, psionic, or cursed talent(s). This effect has a 20 turn cooldown. When Hit 1 acid defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
Cloak | Moldnaught the linen cloak (7 def, 0 armour) Moldnaught the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% nature Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Defense +7 (+2 eff.) Slow Projectiles +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | resolute cured leather armour of Vandryr (8 def, 5 armour) resolute cured leather armour of Vandryr (8 def, 5 armour)9.0 Encumbrance T2 light armor [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Spell Crit +4% Critical power +11.00% Spellpower +6 (+1 eff.) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +7% Physical save +13 (+3 eff.) A suit of armour made of leather. |
Inventory
regeneration infusion of the warrior (heal 326; 12 cd) regeneration infusion of the warrior (heal 326; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. 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 nature talent. |
Rune of Reflection (--) =mirror= Rune of Reflection (--) =mirror=0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the wizard (absorb 240; dur 3; cd 16) shielding rune of the wizard (absorb 240; dur 3; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 240 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 Encumbrance 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: Shocking Edge schematic: Shocking Edge0.1 Encumbrance 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: Steamgun schematic: Steamgun0.1 Encumbrance 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: Steamsaw schematic: Steamsaw0.1 Encumbrance 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. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 13 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
elemental iron mace (14-19 power, 2 apr) elemental iron mace (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * Create an explosion dealing 103 lightning damage (1/turn) While equipped: offense ------ Damage +8% lightning Ignore resists +6% lightning Blunt and deadly. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+2 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 50 out of 80/80. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 21.97 cold damage and 20.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
serrated steel waraxe of erosion (13-18 power, 3 apr) serrated steel waraxe of erosion (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Nature/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature On Hit: * 25% chance to afflict the target with Bleed, causing 242 Physical damage over 5 turns. While equipped: offense ------ Physical Power +2 (+0 eff.) Damage +7% physical One-handed war axes. |
Emelana (1 def, 0 armour) Emelana (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Dex +2 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Ranged Defense +6 (+2 eff.) Resist unseen 10% other ------- Stamina/turn +3.00 Telepathy Giant Telepath range +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (0 def, 0 armour) kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Naloren Cap (0 def, 0 armour) Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
Sleetenvy the linen wizard hat (1 def, 0 armour) Sleetenvy the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +9% light Ignore resists +10% cold When Hit 4 cold defense ------ Defense +1 (+0 eff.) Resistance +6% cold +3% fire Mind save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of the sentry (1 def, 0 armour) linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) other ------- Infravision +3 See Stealth +6 See Invisibility +7 Circle of Warding: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 40/40. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 55% and attempts to push all creatures other than yourself out of its radius, inflicting 13.38 light damage and 14.70 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
ceremonial iron plate armour (0 def, 7 armour) ceremonial iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego+] Arcane While equipped: Stats +3 Dex +3 Mag defense ------ Armor +7 Fatigue +22% Spell save +10 (+2 eff.) A suit of armour made of metal plates. |
flaming iron shield of the stars (0 def, 2 armour, 10-12 power, 21.5 block) flaming iron shield of the stars (0 def, 2 armour, 10-12 power, 21.5 block)7.0 Encumbrance T1 shield armor [Ego+] Arcane/Nature When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 On-hit +10 light +10 darkness On-Hit, radius 1 +11 fire While equipped: Stats +2 Cun +2 Mag offense ------ On-Hit 6 fire Damage +0% blight +0% fire +10% light +11% darkness Ignore resists +0% blight +0% fire +0% darkness When Hit 1 fire defense ------ Armor +2 Fatigue +8% Resistance +10% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
icy iron shield (0 def, 2 armour, 8-10 power, 19.5 block) icy iron shield (0 def, 2 armour, 8-10 power, 19.5 block)7.0 Encumbrance T1 shield armor [Ego] Nature When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: offense ------ On-Hit 6 cold When Hit 2 ice defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
demon seed [water imp] (8, finger) demon seed [water imp] (8, finger)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (13, finger) demon seed [wretchling] (13, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (13, mainhand) demon seed [water imp] (13, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
high-capacity quiver of ash arrows of giant slaying (45/46, 24-33 power, 7 apr) high-capacity quiver of ash arrows of giant slaying (45/46, 24-33 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 46 On-ranged-hit +11 physical Damage Against +8% Giant While equipped: other ------- Reload +2 Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance 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. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 126 power out of 388/400 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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 16 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 131] simple healing salve [power 131]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 131 Puts Talent Medical Injector on 10 turn cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Healbrawn the pouch of iron shots (16/16, 14-17 power, 1 apr) Healbrawn the pouch of iron shots (16/16, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 14.5 - 17.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +1 Critical Rate +4.0% Capacity 16 On-ranged-hit +4 mind +12 nature On-Hit, radius 1 +4 nature On-crit, radius 2 +8 nature On Hit: * 10% chance to slow global speed by 56% Shots are used with slings to pummel your foes to death. |
ricochet pouch of iron shots of accuracy (17/17, 16-19 power, 1 apr) ricochet pouch of iron shots of accuracy (17/17, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane/Master Weapon Damage 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 17 On Hit: * 25% chance for your shot to deal an extra 29 physical damage to your target and then ricochet to a second target, dealing 39 physical damage to it. Shots are used with slings to pummel your foes to death. |
self-loading pouch of iron shots of accuracy (23/23, 14-17 power, 1 apr) self-loading pouch of iron shots of accuracy (23/23, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego] Arcane/Master Weapon Damage 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +1 Critical Rate +4.0% Capacity 23 Auto Reload 5 Shots are used with slings to pummel your foes to death. |
7 ametrine 7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Enimi the Returned Gunslinger level 8
6th Flare 122nd year of Ascendancy at 16:44 see stats
By Enimi the Returned Gunslinger level 10
57th Dusk 122nd year of Ascendancy at 10:24 see stats
By Enimi the Returned Gunslinger level 11
66th Dusk 122nd year of Ascendancy at 10:32 see stats
By Enimi the Returned Gunslinger level 8
18th Dusk 122nd year of Ascendancy at 00:54 see stats
By Enimi the Returned Gunslinger level 4
75th Pyre 122nd year of Ascendancy at 10:58 see stats
By Enimi the Returned Gunslinger level 2
74th Pyre 122nd year of Ascendancy at 15:17 see stats
Log
Ran for 4 turns (stop reason: interesting terrain).
There is a A path into the Old Forest here (press '' or right click to use).
Ran for 2 turns (stop reason: interesting character).
Today is the 73rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
There is a The road to Derth here (press '' or right click to use).
Today is the 74th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:36.
Today is the 75th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:08.
Today is the 76th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:15.
Today is the 77th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:21.
Today is the 78th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:40.
Today is the 79th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You carefully open the trap door and enter the underground tunnels...
As you enter you notice the trap door has no visible handle on the inside. You are stuck here!
Accepted quest 'Trapped!'! (Press 'j' to see the quest log)
Saving game...
Enimi receives 74 healing from Wretchling.
Saving done.
Today is the 1st Time of Equilibrium of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:06.
Enimi deactivates her cloak's restoration systems.