Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 36 / 76% |
| Size | big |
| Lifes / Deaths | Killed by copperhead snake at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:52 / 54Killed by stone troll at level 2 on the 75th Pyre 122nd year of Ascendancy at 16:26 Killed by forest troll at level 2 on the 76th Pyre 122nd year of Ascendancy at 23:49 Killed by Prox the Mighty at level 3 on the 77th Pyre 122nd year of Ascendancy at 11:19 Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 07:44 Killed by thief at level 6 on the 9th Dusk 122nd year of Ascendancy at 21:03 Killed by thief at level 7 on the 10th Dusk 122nd year of Ascendancy at 02:12 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 13:09 Killed by Assassin Lord at level 7 on the 10th Dusk 122nd year of Ascendancy at 13:41 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 14:11 Killed by Assassin Lord at level 7 on the 10th Dusk 122nd year of Ascendancy at 14:44 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 15:15 Killed by bandit at level 7 on the 10th Dusk 122nd year of Ascendancy at 15:48 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 16:20 Killed by bandit at level 7 on the 10th Dusk 122nd year of Ascendancy at 16:54 Killed by Assassin Lord at level 7 on the 10th Dusk 122nd year of Ascendancy at 17:25 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 17:56 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 18:31 Killed by shadowblade at level 7 on the 10th Dusk 122nd year of Ascendancy at 19:03 Killed by Assassin Lord at level 7 on the 10th Dusk 122nd year of Ascendancy at 19:34 Killed by Assassin Lord at level 7 on the 10th Dusk 122nd year of Ascendancy at 20:09 Killed by mecharachnid warrior at level 8 on the 11st Dusk 122nd year of Ascendancy at 03:47 Killed by wolf at level 8 on the 17th Dusk 122nd year of Ascendancy at 00:29 Killed by king cobra at level 8 on the 17th Dusk 122nd year of Ascendancy at 16:45 Killed by deformed giant venus flytrap at level 10 on the 20th Dusk 122nd year of Ascendancy at 06:06 Killed by shadow at level 14 on the 9th Haze 122nd year of Ascendancy at 14:43 Killed by ghoulish rat at level 14 on the 9th Haze 122nd year of Ascendancy at 15:34 Killed by Rat Lich at level 14 on the 9th Haze 122nd year of Ascendancy at 16:47 Killed by Rat Lich at level 14 on the 9th Haze 122nd year of Ascendancy at 17:10 Killed by ghoulish rat at level 14 on the 9th Haze 122nd year of Ascendancy at 18:00 Killed by ghoulish rat at level 14 on the 9th Haze 122nd year of Ascendancy at 18:39 Killed by Rat Lich at level 14 on the 9th Haze 122nd year of Ascendancy at 19:14 Killed by Xeremina the skeletal rat at level 14 on the 9th Haze 122nd year of Ascendancy at 21:18 Killed by Aryna the bandit lord at level 17 on the 19th Haze 122nd year of Ascendancy at 09:37 Killed by Horned Horror at level 18 on the 21st Haze 122nd year of Ascendancy at 05:35 Killed by Mayethra the dredgling at level 18 on the 21st Haze 122nd year of Ascendancy at 06:20 Killed by Mayethra the dredgling at level 18 on the 21st Haze 122nd year of Ascendancy at 07:00 Killed by bandit at level 19 on the 21st Haze 122nd year of Ascendancy at 14:12 Killed by OK at level 21 on the 36th Haze 122nd year of Ascendancy at 11:24 Killed by Chronolith Twin at level 23 on the 59th Haze 122nd year of Ascendancy at 14:05 Killed by Xymira the storm wyrm at level 25 on the 66th Haze 122nd year of Ascendancy at 15:01 Killed by skeleton archer at level 29 on the 5th Allure 123rd year of Ascendancy at 16:44 Killed by fire wyrm at level 31 on the 1st Regrowth 123rd year of Ascendancy at 22:39 Killed by Celia at level 31 on the 7th Regrowth 123rd year of Ascendancy at 05:07 Killed by orc berserker at level 33 on the 19th Regrowth 123rd year of Ascendancy at 21:47 Killed by skeleton warrior at level 33 on the 19th Regrowth 123rd year of Ascendancy at 23:01 Killed by orc soldier at level 33 on the 20th Regrowth 123rd year of Ascendancy at 05:08 Killed by minotaur at level 34 on the 20th Regrowth 123rd year of Ascendancy at 19:59 Killed by orc cryomancer at level 35 on the 33rd Regrowth 123rd year of Ascendancy at 17:38 Killed by orc cryomancer at level 35 on the 33rd Regrowth 123rd year of Ascendancy at 18:58 Killed by orc high cryomancer at level 35 on the 33rd Regrowth 123rd year of Ascendancy at 20:49 Killed by orc necromancer at level 36 on the 36th Regrowth 123rd year of Ascendancy at 03:16 Killed by orc necromancer at level 36 on the 36th Regrowth 123rd year of Ascendancy at 04:21 Killed by Bethyganor the gigantic corrosive tunneler at level 36 on the 55th Regrowth 123rd year of Ascendancy at 13:55 |
Primary Stats
| Strength | 41 (base 15) |
| Dexterity | 58 (base 51) |
| Constitution | 58 (base 43) |
| Magic | 14 (base 12) |
| Willpower | 24 (base 12) |
| Cunning | 72 (base 50) |
Resources
| Life | 964/964 |
| Stamina | 235/235 |
| Healing Factor | 1.52 |
| Regeneration | 43.472 |
Speed
| Mental | -17.857142857143% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 2 |
| Infravision | 11 |
| See Stealth | 28 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 63 |
| Crit Chance | 84% |
| APR | 58 |
| Speed | 1.22 |
Offense: Offhand
| Damage | 60 |
| Accuracy | 63 |
| Crit Chance | 84% |
| APR | 58 |
| Speed | 1.22 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 21 |
| Mental Save | 33 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Instadeath Resistance | 100% |
| Stun Resistance | 40% |
| Pinning Resistance | 100% |
| Poison Resistance | 60% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 86%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Aim |
| talent | Automated Cloak Tessellation |
| talent | Chant of Fortitude |
| talent | Embedded Restoration Systems |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost anorithil from death by vampire lord. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by OK. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivoth the skeleton warrior. Escort: repented thief (level 2 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by OK. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 192. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed ice ant stinger. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (77 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (130 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Quiver | high-capacity pouch of dwarven-steel shots of erosion (42/42, 31-37.2 power, 3 apr) high-capacity pouch of dwarven-steel shots of erosion (42/42, 31-37.2 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 42 Damage (Ranged): +7 nature / +7 temporal When wielded/worn: Ammo reloads per turn: +1 Talent granted: +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's brass lantern nightwalker's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +3 Wil Critical mult.: +11.00% Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Talent granted: +3 Iron Grip Disarm immunity: +120% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | warded elven-wood wand of clairvoyance [power 12] (6 cooldown) warded elven-wood wand of clairvoyance [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Maximum wards: +2 lightning / +2 temporal / +3 blight / +1 fire / +3 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 12, power 41 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's stralite ring of sensing rogue's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Blindness immunity: +25% Infravision radius: +4 See stealth: +13 See invisible: +12 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | serendipitous gold amulet of murder serendipitous gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +18 (+5 eff.) Armour penetration: +6 Physical crit. chance: +4.0% Defense: +10 (+4 eff.) Changes stats: +8 Lck Critical mult.: +12.00% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
| In main hand | Ululadil the stralite steamgun Ululadil the stralite steamgunRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +36 Physical crit. chance: +16.0% Attack speed: 100% Firing range: +9 When this weapon hits: Overgrowth (10% chance level 2). On weapon hit: * 20% chance to gain 10% of a turn * 40% chance to cause random gloom Travel speed: +600% Damage (Ranged): +11 dazing lightning Burst (radius 2) on crit: +2 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +6% mind Changes resistances penetration: +7% lightning / +22% physical Changes damage: +12% mind / +6% temporal Life regen: +1.10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | reinforced hardened leather belt of recklessness reinforced hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +8 Defense: +7 (+3 eff.) Fatigue: -16% Critical mult.: +8.00% Maximum encumbrance: +40 Physical save: +15 (+5 eff.) A belt that goes around your waist. |
| In off hand | steady dwarven-steel steamgun of true flight steady dwarven-steel steamgun of true flightRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Physical crit. chance: +16.0% Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Talent cooldown: Steady Shot (-1 turn) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Stormstreak the cashmere cloak (2 def, 0 armour) Stormstreak the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Con Changes resistances: +7% acid / +7% fire / +29% lightning / +7% cold Changes damage: +3% lightning / +12% physical Maximum encumbrance: +10 Physical save: +8 (+2 eff.) Mental save: +11 (+5 eff.) Stun/Freeze immunity: +40% Only die when reaching: -50.00 life Maximum stamina: +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating drakeskin leather armour of Eyal (5 def, 8 armour) rejuvenating drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +14.60 Stamina each turn: +1.50 Maximum life: +40.00 Healing mod.: +22% A suit of armour made of leather. |
Inventory
steam generator implant of the sneak (steam 11) steam generator implant of the sneak (steam 11)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
swiftstrike stralite steamgun of recursion swiftstrike stralite steamgun of recursionRequires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 111% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +800% Damage conversion: 25% temporal Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Newly picked up Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+9 eff.) Mental save: +15 (+7 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+10 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
dreamer's cashmere robe of alchemy (2 def, 0 armour) dreamer's cashmere robe of alchemy (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% acid / +13% physical / +14% darkness / +12% fire / +14% mind / +12% cold Changes damage: +10% acid / +5% physical / +8% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +11 (+3 eff.) Spell save: +14 (+7 eff.) Mental save: +23 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked up The Untouchable (14 def, 12 armour)The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +0.00 When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
205 alchemist agate 205 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 onyx 14 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
15 emerald 15 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (75 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% blight / +8% darkness Spellpower: +12 (+9 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +4 See invisible: +9 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 24 blight damage or heals 37 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 310/400. 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. |
great healing salve [power 373] great healing salve [power 373]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 138% efficiency and 86% cooldown modifier. It can be used to heal 373, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
potent air recycler potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful second skin powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+6 eff.) Tinkers can be attached to normal items to improve them with steam power! |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By OK the Cornac Adventurer level 31
6th Regrowth 123rd year of Ascendancy at 07:58 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By OK the Cornac Adventurer level 35
28th Regrowth 123rd year of Ascendancy at 22:52 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By OK the Cornac Adventurer level 34
24th Regrowth 123rd year of Ascendancy at 03:12 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By OK the Cornac Adventurer level 24
60th Haze 122nd year of Ascendancy at 09:01 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By OK the Cornac Adventurer level 12
65th Dusk 122nd year of Ascendancy at 21:35 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By OK the Cornac Adventurer level 33
20th Regrowth 123rd year of Ascendancy at 05:02 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By OK the Cornac Adventurer level 17
20th Haze 122nd year of Ascendancy at 04:58 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By OK the Cornac Adventurer level 19
23rd Haze 122nd year of Ascendancy at 02:31 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By OK the Cornac Adventurer level 25
67th Haze 122nd year of Ascendancy at 20:04 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OK the Cornac Adventurer level 17
14th Haze 122nd year of Ascendancy at 10:11 see stats
Level 10 (Exploration mode)
Got a character to level 10.By OK the Cornac Adventurer level 10
20th Dusk 122nd year of Ascendancy at 05:47 see stats
Level 20 (Exploration mode)
Got a character to level 20.By OK the Cornac Adventurer level 20
23rd Haze 122nd year of Ascendancy at 05:15 see stats
Level 30 (Exploration mode)
Got a character to level 30.By OK the Cornac Adventurer level 30
8th Allure 123rd year of Ascendancy at 13:44 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By OK the Cornac Adventurer level 8
10th Dusk 122nd year of Ascendancy at 20:51 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By OK the Cornac Adventurer level 35
32nd Regrowth 123rd year of Ascendancy at 13:12 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By OK the Cornac Adventurer level 30
8th Allure 123rd year of Ascendancy at 17:48 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By OK the Cornac Adventurer level 33
20th Regrowth 123rd year of Ascendancy at 08:11 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By OK the Cornac Adventurer level 29
4th Allure 123rd year of Ascendancy at 15:55 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By OK the Cornac Adventurer level 11
26th Dusk 122nd year of Ascendancy at 08:25 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By OK the Cornac Adventurer level 14
9th Haze 122nd year of Ascendancy at 19:57 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By OK the Cornac Adventurer level 13
6th Haze 122nd year of Ascendancy at 17:13 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By OK the Cornac Adventurer level 32
17th Regrowth 123rd year of Ascendancy at 11:51 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By OK the Cornac Adventurer level 21
27th Haze 122nd year of Ascendancy at 04:59 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By OK the Cornac Adventurer level 30
10th Allure 123rd year of Ascendancy at 22:57 see stats
Log
Saving done.
You transfer Gwai's Burninator to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer striking yew wand of clairvoyance [power 12] (6 cooldown) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer overpowered stralite torque of clear mind [power 6] (17 cooldown) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Vargh Redemption to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Hare-Skin Sling to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Eden's Guile (2 def, 1 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
OK deactivates Chant of Fortitude.
OK tessellates his cloak!
OK deactivates Embedded Restoration Systems.
OK deactivates his cloak's restoration systems.
OK deactivates Aim.
