











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Demons |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 31 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 11 on the 42nd Steel 123rd year of Ascendancy at 10:05 1 / 5Killed by thief at level 11 on the 42nd Steel 123rd year of Ascendancy at 13:35 Killed by electric eel at level 20 on the 1st Gold 123rd year of Ascendancy at 20:15 Killed by Ealkieahy the human at level 29 on the 6th Gold 123rd year of Ascendancy at 22:57 Killed by Glumina the caravan guard at level 31 on the 16th Gold 123rd year of Ascendancy at 06:19 |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 73 (base 60) |
| Cunning | 20 (base 12) |
Resources
| Life | 934/934 |
| Hate | 37/100 |
| Healing Factor | 0.97011858801774 |
| Regeneration | 4.1230039990754 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 29 |
| Crit Chance | 7% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +10% |
| Temporal | +6% |
| Nature | +6% |
| Fire | +3% |
| Cold | +41% |
| All | 0% |
Offense: Damage Penetration
| Cold | +12% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 55.511077022655 (89.749889547741%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 37 |
| Physical Save | 48 |
| Spell Save | 43 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 34%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 14%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 55% |
| Fear Resistance | 35% |
| Teleport Resistance | 20% |
| Blind Resistance | 21% |
| Silence Resistance | 10% |
| Disarm Resistance | 88% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 4 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
You were given a memory crystal to improve your skills. The Hollow CrystalBut it didn't have any memories in it. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
| On feet | Frost Treads (Shrouds) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(129 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | linen wizard hat 'Quenchdare' (Misfortune) (6 def, 2 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Changes resistances: +12% fire Changes resistances penetration: +5% cold Stun/Freeze immunity: +10% Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (Madness) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | elm totem of summon tentacle 'Naturehue' [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% blight Changes damage: +6% nature Confusion immunity: +20% Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 112 Armor: 4 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 41. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Getendil the Shinewoe (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +8 Changes resistances: +3% light Physical save: +3 (+1 eff.) Blindness immunity: +21% Only die when reaching: -60.00 life Infravision radius: +4 See stealth: +6 See invisible: +8 Curse of Shrouds Rings make your fingers look great! |
| On fingers | Umbrawend (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +3 Dex Changes damage: +9% darkness / +3% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings make your fingers look great! |
| Around neck | gold amulet 'Tiderage'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Wil / +3 Con Changes damage: +6% cold Critical mult.: +20.00% Physical save: +10 (+3 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +4.00 Maximum life: +38.00 Maximum psi: +10.00 Mental crit. chance: +2% Amulets make your neck look great! |
| In main hand | Polurakira the dwarven-steel waraxe (Nightmares) (123% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +9 Changes resistances: +9% nature / +1% physical Changes resistances penetration: +7% all Silence immunity: +10% Disarm immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares One-handed war axes. |
| Around waist | Lorundil the hardened leather belt (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +5% lightning / +8% temporal Changes damage: +6% temporal Reduces incoming crit damage: 15.00% See invisible: +6 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A belt that goes around your waist. |
| In off hand | shocking dwarven-steel shield of resistance (Shrouds) (0 def, 6 armour, 135% power, 71 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +71 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 6 lightning Changes resistances: +8% acid / +7% fire / +5% lightning / +6% cold Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
| Cloak | linen cloak of the voidstalker (Misfortune) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +13% darkness / +11% temporal Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% Curse of Misfortune It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening stralite plate armour of the dragon (Misfortune) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +4 Cun / +6 Wil Changes resistances: +5% acid / +9% physical / +5% cold / +8% lightning / +8% fire Talent cooldown: Rush (-5 turns) Mental save: +12 (+4 eff.) Disarm immunity: +28% Stun/Freeze immunity: +29% Knockback immunity: +25% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
healing infusion of the psychic (heal 188; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 476%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 476% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 424%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 424% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the titan (damage 78; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 78.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 40; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 132; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 132 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Porita the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes stats: +3 Cun Changes resistances: +10% lightning Talent mastery: +0.14 Technique / Combat training Cut immunity: +20% Stun/Freeze immunity: +20% Maximum life: +40.00 Amulets make your neck look great! |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! |
copper ring of frost (+20%) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Curse of Misfortune Rings make your fingers look great! |
mule's copper ring of corrosion (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +22 Curse of Madness Rings make your fingers look great! |
iron battleaxe (Corpses) (108% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
Gorodor (Nightmares) (140% power, 8 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +10 cold Damage (radius 1) on hit: +16 physical When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str Curse of Nightmares Sharp, long, and deadly. |
arcing iron mace of massacre (Misfortune) (118% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Misfortune Blunt and deadly. |
Serpent's Glare (Nightmares) (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 231.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Shiverwilter (Corpses) (96% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Damage (Melee): 4 lightning / 3 physical / 12 fire / 4 acid / 4 cold Changes stats: +3 Mag / +2 Wil / +4 Cun Changes resistances: +2% lightning / +3% physical / +4% cold / +12% fire / +5% acid Changes resistances penetration: +10% fire Changes damage: +3% cold / +4% fire Talent granted: +1 Attune Mindstar Critical mult.: +16.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Galeidol the iron waraxe (Madness) (105% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 lightning Damage (radius 1) on hit: +4 lightning / +4 fire When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +6 Changes resistances penetration: +5% fire / +6% physical Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness One-handed war axes. |
iron waraxe 'Blastbringer' (Shrouds) (103% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Accuracy: +11 (+6 eff.) Armour penetration: +6 Changes stats: +3 Dex Changes resistances penetration: +6% physical Changes damage: +12% mind Physical save: +6 (+2 eff.) Curse of Shrouds One-handed war axes. |
Chamiruiblek the Flaretooth (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 13% Damage when hit (Melee): 2 acid / 2 fire Changes damage: +6% acid / +18% fire Maximum life: +32.00 Curse of Nightmares A belt that goes around your waist. |
blurring rough leather belt of carrying (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+8 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +20 Curse of Madness A belt that goes around your waist. |
Vilenigh the linen cloak (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 57% Changes resistances: +6% mind Physical save: +3 (+1 eff.) Teleport immunity: +20% Life regen: +2.00 Maximum life: +32.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (Madness) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +1 Str / +2 Con Physical save: +5 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindmoon the pair of hardened leather boots (Madness) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 darkness Changes stats: +4 Cun / +5 Wil Changes resistances: +9% darkness Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Mindpower: +20 (+7 eff.) Curse of Madness A pair of boots made of leather. |
Eden's Guile (Nightmares) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed by 30% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
insulating pair of iron boots of tirelessness (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +5% cold Stamina each turn: +0.30 Maximum stamina: +12.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of speed (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Movement speed: +25% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porekira (Shrouds) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes stats: +2 Wil Changes resistances: +6% light Changes resistances penetration: +5% temporal Changes damage: +4% light Hate when firing a critical mind attack: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Rimesaw the iron gauntlets (Madness) (5 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 Defense: +5 (+5 eff.) Fatigue: +1% Damage (Melee): 5 cold Changes stats: +3 Dex Changes resistances: +6% mind / +5% cold Changes resistances penetration: +5% cold Changes damage: +12% mind / +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of butchering (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 fire Changes resistances: +6% blight / +5% fire Changes damage: +5% fire Spell save: +13 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Manakor' (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Damage (Melee): 8 lightning Changes stats: +2 Str / +1 Dex Changes resistances: +7% lightning Changes damage: +7% lightning / +3% physical Psi when hit: +0.20 Mindpower: +15 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hanokhad the dwarven-steel helm (Shrouds) (4 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 4 physical Changes stats: +4 Str / +2 Dex Changes resistances: +4% all Changes resistances penetration: +15% physical Physical save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 Only die when reaching: -80.00 life Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+3) (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% fire / +5% cold Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Kindlestalker' (Corpses) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +4.0% Armour: +5 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Physical save: +3 (+1 eff.) Only die when reaching: -20.00 life Light radius: +3 Curse of Corpses A cap made of leather. |
Emelina the steel mail armour (Nightmares) (12 def, 13 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +12 (+12 eff.) Fatigue: +12% Changes stats: +1 Wil Changes resistances: +11% blight / +14% darkness / +6% nature / +6% mind Mental save: +13 (+5 eff.) Light radius: +1 Curse of Nightmares A suit of armour made of mail. |
impenetrable iron mail armour of resilience (Misfortune) (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+2 eff.) Fatigue: +12% Maximum life: +20.00 Curse of Misfortune A suit of armour made of mail. |
Gunulathagar the Obsidianqueen (Nightmares) (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +5 Cun / +5 Wil Changes resistances: +18% cold / +6% arcane / +3% darkness Changes damage: +12% darkness Spell save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Velyma the Glintpall (Corpses) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +11% blight / +10% nature / +3% light Changes damage: +15% acid Life regen: +4.60 Stamina each turn: +0.60 Maximum life: +27.00 Healing mod.: +12% Curse of Corpses A suit of armour made of metal plates. |
Cyrawe (Madness) (0 def, 11 armour, 93% power, 59 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +59 Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +11 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +5% arcane Changes resistances penetration: +5% temporal Talent granted: +1 Block See invisible: +12 Curse of Madness Handheld deflection devices. |
reinforced iron shield of lightning resistance (+16%) (Corpses) (0 def, 3 armour, 91% power, 42.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 92% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +16% lightning Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
9 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. |
97 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. |
3 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Boltborn'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning Maximum life: +41.00 Light radius: +3 Infravision 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. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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. |
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 Activation costs 202 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 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) Activation costs 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. |
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. |
extending elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
8 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By CurDoom the Dwarf Cursed level 10
40th Steel 123rd year of Ascendancy at 23:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By CurDoom the Dwarf Cursed level 20
1st Gold 123rd year of Ascendancy at 16:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By CurDoom the Dwarf Cursed level 30
15th Gold 123rd year of Ascendancy at 17:46 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By CurDoom the Dwarf Cursed level 29
4th Gold 123rd year of Ascendancy at 03:37 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By CurDoom the Dwarf Cursed level 16
44th Steel 123rd year of Ascendancy at 06:25 see stats
Log
CurDoom deactivates Savage Hunter.
CurDoom activates Savage Hunter.
CurDoom deactivates Stalk.
CurDoom activates Stalk.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Landing Site here (press '' or right click to use).
Today is the 25th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Ran for 2 turns (stop reason: hostile spotted to the south (Allied Kingdoms halfling patrol)).
Today is the 26th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Ran for 3 turns (stop reason: hostile spotted to the east (Allied Kingdoms human patrol)).
Today is the 27th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:18.
Today is the 28th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
Today is the 29th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: hostile spotted to the south (Allied Kingdoms halfling patrol)).
Today is the 30th Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 31st Stralite of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.







































































































