











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Glove Stats 1.0.6Shows glove combat stats with all classes. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 23 / 14% |
| Size | big |
| Lifes / Deaths | Killed by mecharachnid destroyer at level 10 on the 26th Profit 122nd year of Ascendancy at 08:09 1 / 4Killed by elven tempest at level 16 on the 1st Shortage 122nd year of Ascendancy at 21:26 Killed by Donacol the human at level 18 on the 40th Steel 123rd year of Ascendancy at 11:07 Killed by skeleton mage at level 22 on the 15th Gold 123rd year of Ascendancy at 10:11 |
Primary Stats
| Strength | 66 (base 51) |
| Dexterity | 19 (base 10) |
| Constitution | 24 (base 10) |
| Magic | 41 (base 32) |
| Willpower | 42 (base 25) |
| Cunning | 17 (base 10) |
Resources
| Mana | 215/222 |
| Equilibrium | 45 |
| Life | 348/680 |
| Positive | 95/96 |
| Steam | 100/100 |
| Healing Factor | 1.4582474226804 |
| Regeneration | 0.36456185567011 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 19.500146650446 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 42 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 54 |
| Accuracy | 42 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Cold | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 86 (87.462686567164%) |
| Defense | 22 |
| Ranged Defense | 26 |
| Fatigue | 49 |
| Physical Save | 44 |
| Spell Save | 42 |
| Mental Save | 40 |
Defense: Resistances
| Nature | + 44%( 70%) |
| Acid | + 34%( 70%) |
| Cold | + 70%( 70%) |
| Darkness | + 46%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 22%( 70%) |
| Fire | + 22%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Pinning Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 495% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 185 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| 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 99 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Vines |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Eldritch Infusion |
| talent | Shards |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| detrimental effect | Huge cut that bleeds, doing 13.00 physical damage per turn. Bleeding |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Movement speed is reduced by 43%. Slow movement |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | Reduces darkness damage received by 14%. Premonition Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed electric eel tail. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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. | done |
Equipment
| On feet | pair of rough leather boots 'Pureking' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Melee Ret 8 nature 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Rush: Puts all charms on 23 cooldown Level 3.0 Pwr.cost 23 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Velobeth2.0 T1 lite [Rare] Arcane While equipped: Stats +7 Cun +1 Dex dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Light +3 Telepathy Humanoid/Orc 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 | hardened leather hat 'Islodhetira' (0 def, 17 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +6 (+1 eff.) Acc +9 (+3 eff.) ----- def ----- Armour +17 Fatigue +3% Die.at -40.00 life ---------- misc Light +5 A hat made of leather. Very stylish. |
| On hands | hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Melee+ 9 arcane ----- def ----- Armour +2 Resists +5% arcane Unarmed combat: Power 114% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Manathrust 3 Disperse Magic: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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 3.0 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 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | wizard's steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 23 light Ranged+ 22 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 12% chance to blind ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
| On fingers | Starlace the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold Melee Ret 4 light ----- def ----- Fatigue -6% Resists +22% cold Max.HP +22.00 Disarm- +25% Pinning- +27% Knockbk- +23% ---------- misc Max.enc +24 Light +3 Rings can have magical properties. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 27 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 132% Range: 1.4x Uses 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Around waist | Lelehek the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Phys.save +20 (+7 eff.) Spell.save +10 (+3 eff.) Die.at -80.00 life Heal.mod +15% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of acid resistance (+19%) (8 def, 2 armour, 100% power, 75.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 On Hit: * 17% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +19% acid ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold 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 'Glorariama' (4 def, 25 armour) 17.0 T2 massive armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical Melee Ret 40 physical ----- def ----- Armour +25 Defense +4 (+2 eff.) Fatigue +23% Resists +9% nature +17% cold Heal.mod +20% A suit of armour made of metal plates. |
Inventory
medical injector implant of the sneak (efficiency 99% / cooldown 61%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 61%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 120% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the warrior (heal 284 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 284 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 ability. |
regeneration infusion of the wizard (heal 266 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 266 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 22%; cure magical, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Earilach the Prismslice0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +2 Mag +3 Cun dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +4% fire +4% cold +4% lightning Apr +2 ---------- misc Light +1 Masteries +0.13 Steamtech/Chemistry Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
serendipitous gold amulet of constitution (+5)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +4 Con dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +11 (+6 eff.) Unseen.red 12% Amulets can have magical properties. |
steel amulet 'Duathelstreaker'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +6.00% ----- def ----- Resists +3% darkness ---------- misc Stam/turn +0.20 Masteries +0.16 Spell/Stone alchemy Amulets can have magical properties. |
Delokan the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Melee Ret 8 mind ----- def ----- Mind.save +9 (+3 eff.) Heal/summ +30 Confus- +23% ---------- misc Equi/ret +0.16 Max.hate +8.00 Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
ash magestaff 'Emelatha' (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +7.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold On Hit (Melee): * 6% chance to blind ----- def ----- Defense +5 (+3 eff.) Resists +5% arcane HP.reg +0.90 Heal.mod +13% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 16.18 light damage. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Noonswift1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature Melee Ret 16 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% fire +6% cold ---------- misc Light +3 A belt that goes around your waist. |
Xanutira the cashmere cloak (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +6 (+3 eff.) Dmg.mod +6% arcane Res.pen +7% arcane +20% temporal Melee Ret 12 blight ----- def ----- Defense +8 (+4 eff.) Resists +15% darkness +25% temporal Phys.save +7 (+2 eff.) Def/telep +18 Res/telep +12% Dur/telep +19% ---------- misc Max.mana +32.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Belabremina the pair of iron boots (0 def, 12 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +12 Fatigue +2% Resists +9% light +5% arcane HP.reg +0.60 Poison- +15% Cut- +5% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eliremina (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Dex +7 Mag +2 Cun dps ---------- Res.pen +10% acid Melee Ret 20 acid ----- def ----- Armour +4 Fatigue -3% Resists +8% lightning +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isiwyn the pair of hardened leather boots (9 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Con +5 Lck dps ---------- Crit.mult +6.00% S.pwr/crit +10 Res.pen +15% arcane ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Stealth +10 HP.reg +0.40 A pair of boots made of leather. |
pair of rough leather boots 'Kindlelace' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str +5 Cun +1 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal +12% fire ---------- misc Light +2 A pair of boots made of leather. |
Belera the Flashvenom (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Res.pen +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Resists +3% light +3% darkness Unarmed combat: Power 102% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% Melee+ +8 light +12 darkness +4 arcane On Crit.r2 +7 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +4.0% Atk.spd 100% Dmg.conv 40% item nature slow On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
iron gauntlets 'Pyrewill' (0 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+4 eff.) Melee Ret 20 mind ----- def ----- Armour +1 Unarmed combat: Power 104% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +3 Crit +7.0% Atk.spd 83% On Hit.r1 +4 fire On Crit.r2 +4 mind On Hit: * 40% chance to cause random gloom Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's dwarven-steel gauntlets (0 def, 10 armour)1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +10 Hardiness +6% Resists +7% physical Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit: 5% Stone Touch 3 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Arorath the rough leather cap (3 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +1 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue +1% Phys.save +3 (+1 eff.) A cap made of leather. |
Ce'Nyrinn (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +4 Dex +3 Cun +3 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +50.00 A pointy cloth hat, very wizardly... |
Oliruikan the Morningrace (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% lightning +3% light Acc +0 (+0 eff.) Melee Ret 16 mind 12 light ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning ---------- misc Max.psi +20.00 Light +0 Telepathy Dragon A pointy cloth hat, very wizardly... |
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 +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Windhack the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +6% nature Spell.save +7 (+2 eff.) ---------- misc Telepathy Dragon A pointy cloth hat, very wizardly... |
radiant dwarven-steel plate armour of the deep (5 def, 12 armour)17.0 T3 massive armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 5 light 0 physical ----- def ----- Armour +12 Defense +5 (+3 eff.) Fatigue +24% Resists +7% acid +8% cold +15% darkness +13% blight ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
2 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. |
434 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chamyrand the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue -5% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layotta the Viletickler (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Wil +5 Cun dps ---------- Dmg.mod +12% nature +12% mind ----- def ----- Resists +12% nature Mind.save +20 (+7 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lightningwarden2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.pwr +2 (+0 eff.) Melee Ret 10 fire On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Resists +6% fire Phys.save +3 (+1 eff.) ---------- misc Stam/turn +0.60 Light +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. |
Olezor2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +3.0% Spell.crit +1% S.pwr/crit +2 Dmg.mod +6% mind Melee Ret 12 arcane ----- def ----- Armour +6 ---------- misc Light +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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (99 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 34.70 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 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. |
crude acid groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rosbunne the Dwarf Stone Warden level 7
11st Profit 122nd year of Ascendancy at 21:07 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Rosbunne the Dwarf Stone Warden level 19
43rd Steel 123rd year of Ascendancy at 16:05 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rosbunne the Dwarf Stone Warden level 22
12nd Gold 123rd year of Ascendancy at 08:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rosbunne the Dwarf Stone Warden level 10
22nd Profit 122nd year of Ascendancy at 20:08 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rosbunne the Dwarf Stone Warden level 20
44th Steel 123rd year of Ascendancy at 15:24 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Rosbunne the Dwarf Stone Warden level 13
43rd Profit 122nd year of Ascendancy at 12:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Rosbunne the Dwarf Stone Warden level 22
11st Gold 123rd year of Ascendancy at 03:23 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rosbunne the Dwarf Stone Warden level 5
20th Voratun 122nd year of Ascendancy at 06:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rosbunne the Dwarf Stone Warden level 6
31st Voratun 122nd year of Ascendancy at 17:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rosbunne the Dwarf Stone Warden level 6
2nd Acquisition 122nd year of Ascendancy at 09:35 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Rosbunne the Dwarf Stone Warden level 22
12nd Gold 123rd year of Ascendancy at 13:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rosbunne the Dwarf Stone Warden level 17
3rd Shortage 122nd year of Ascendancy at 12:00 see stats
Log
Cyroda the rogue starts to bleed.
Mayuma the blade horror's phys.bleed area effect hits Red ooze for 37 physical damage.
Mayuma the blade horror's phys.bleed area effect hits Xanaldarin the red ooze for 37 physical damage.
Mayuma the blade horror's phys.bleed area effect hits Cyroda the rogue for (20 turned into osmosis), 33 physical (33 total damage).
Kinetic Aura hits Red ooze for 14 physical damage.
Kinetic Aura hits Cyroda the rogue for (12 turned into osmosis), 12 physical (12 total damage).
Bleeding from Mayuma the blade horror hits Cyroda the rogue for (3 turned into osmosis), 3 physical (3 total damage).
Stone Vine from Rosbunne hits Mayuma the blade horror for (2 to psi shield), 1 physical, 3 arcane (4 total damage).
Stone Vine from Rosbunne hits Xanaldarin the red ooze for 4 physical, 3 arcane (7 total damage).
Cyroda the rogue receives 21 healing.
Bethavena the dremling uses Resilience of the Dwarves.
Bethavena the dremling's skin turns to stone.
Rosbunne slows down.
Mayuma the blade horror casts Moonlight Ray.
Cyroda the rogue stops bleeding.
Cyroda the rogue uses Infusion: Insidious Poison.
Mayuma the blade horror hits Cyroda the rogue for (20 turned into osmosis), 191 darkness (191 total damage).
Bethavena the dremling hits Rosbunne for 2 physical damage.
Rosbunne hits Bethavena the dremling for 3 lightning, 2 light, 4 fire, 3 nature, 1 acid, 14 physical, 2 arcane (29 total damage).
Rosbunne speeds up.
Rosbunne deactivates Chant of Fortitude.
Rosbunne deactivates Shards.
Rosbunne is not stunned anymore.
Rosbunne feels pain again.
Rosbunne deactivates Eldritch Infusion.
Rosbunne deactivates Premonition.
The protective shield of Rosbunne disappears.
Rosbunne stops bleeding.
Rosbunne deactivates Stone Vines.







































































































