Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Drake-Infused Forgiveness 1.7.0Modifies the Drake-Infused Blood talent so that canceling out of the Drake Aspect dialog does not consume accumulated kills. Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Proper Possession 1.7.0
 Frequently Asked Questions: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Beholder (Eye Fix) 1.6.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Original (steam version): https://steamcommunity.com/sharedfiles/filedetails/?id=204567988 Update by Kish to remove purple gaze alpha that obscures the whole screen. Also modified central eye powers, replacing Paralyzing Gaze with Temporal Gaze. v1.1.8-9: Potentially fixed some LUA errors. I don't know enough about LUA to fix the one you get when changing party members, sorry; that part of the mod is not one I messed with at all at any rate. Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Invasion Portal Rain Check 1.7.0Adds the ability to temporarily seal a naga invasion portal or Fearscape invasion portal, preventing further spawns from the portal but allowing you to unseal and enter it later. 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:
 Possession type unlock 1.5.8Removes the creature type limit of Possession. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'.  To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign.  -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'.  Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani.  The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Inferno Race Pack 1.4.0Adds a collection of my races. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/  Changelog1.0.0:  - Initial release Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Serpent | 
| Class | Hydra | 
| Level / Exp | 32 / 30% | 
| Size | huge | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 108 (base 60) | 
| Dexterity | 90 (base 60) | 
| Constitution | 94 (base 60) | 
| Magic | 90 (base 60) | 
| Willpower | 161 (base 60) | 
| Cunning | 142 (base 60) | 
Resources
| Life | 4083/4083 | 
| Fury | 346/346 | 
| Stamina | 709/709 | 
| Equilibrium | 35 | 
| Healing Factor | 2.5 | 
| Regeneration | 131.625 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 15 | 
| Lite | 8 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Barehand
| Damage | 61 | 
| Accuracy | 98 | 
| Crit Chance | 92% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 100 | 
| Crit Chance | 58% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 96 | 
| Crit Chance | 100% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +6% | 
| Arcane | +3% | 
| Mind | +15% | 
| All | 0% | 
| Lightning | +20% | 
| Light | +30% | 
| Cold | +5% | 
| Physical | +10% | 
| Fire | +6% | 
| Darkness | +12% | 
Offense: Damage Penetration
| Acid | +3% | 
| Blight | +10% | 
| Physical | +6% | 
| Mind | +13% | 
| Darkness | +10% | 
| Light | +10% | 
| Temporal | +5% | 
| Lightning | +14% | 
| Cold | +3% | 
| Fire | +28% | 
| Nature | +15% | 
Defense: Base
| Armour (hardiness) | 184.22248782573 (68.88899513029%) | 
| Defense | 66 | 
| Ranged Defense | 87 | 
| Fatigue | 0 | 
| Physical Save | 95 | 
| Spell Save | 92 | 
| Mental Save | 98 | 
Defense: Resistances
| Acid | + 23%( 70%) | 
| Blight | + 16%( 70%) | 
| Physical | + 9%( 70%) | 
| Cold | + 10%( 70%) | 
| All | + 2%( 70%) | 
| Lightning | + 36%( 70%) | 
| Temporal | + 26%( 70%) | 
| Darkness | + 17%( 70%) | 
| Fire | + 19%( 70%) | 
| Nature | + 31%( 70%) | 
Defense: Immunities
| Stun Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 10% | 
Inscriptions (0/0)
Class Talents
| Cunning / Poisons | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Triad | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-heart / Glob | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Feral Hydra | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Wild-heart / Mist Beast | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Ravenous Beast | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Swamp Beast | 1.30 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-heart / Glare Hydra | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Breath Hydra | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
Generic Talents
| Wild-heart / Prudence | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Ego / Serpent | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Hoarding Beast | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| Wild-heart / Natural Combat | 1.20 | 
| 
 | 10/10 | 
| 
 | 10/10 | 
| 
 | 10/10 | 
| 
 | 10/10 | 
| 
 | 9/10 | 
| 
 | 9/10 | 
| 
 | 9/10 | 
| 
 | 10/10 | 
| Wild-heart / Noble Animal | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 9/10 | 
| 
 | 8/10 | 
| 
 | 7/10 | 
| 
 | 7/10 | 
| Wild-heart / Burrowing Beast | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| Wild-heart / Hydragon | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 4/5 | 
| Wild-heart / Regenerate | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
Effects
| talent | Ceaseless Blood | 
| talent | Splitting Wounds | 
| talent | Slyness | 
| talent | Leeching Poison | 
| talent | Apply Poison | 
| talent | Recuperate | 
| talent | Vigilance | 
| talent | Voracious Feast | 
| talent | Mist Lurker | 
| beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral Heads Turns until recharge: 8 | 
| beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare Heads Turns until recharge: 8 | 
| beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool Heads Turns until recharge: 8 | 
| beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy Heads Turns until recharge: 13 | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: injured seer (level 2 of Ruins of Kor'Pul) As a reward you improved Luck by +5. | done | 
| You failed to protect the lost defiler from death by Belebressra the white wolf.Escort: lost defiler (level 1 of Daikara) | failed | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) As a reward you improved Luck by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Wolfmire.Escort: lost sun paladin (level 2 of Wolfmire) As a reward you improved Luck by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.Escort: lost warrior (level 3 of Old Forest) As a reward you improved talent Savage Strength (+1 level(s)). | done | 
| You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest.Escort: temporal explorer (level 1 of Old Forest) As a reward you improved talent Growing Bones (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 | 
| In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places.Jogging memories (part 1) - You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done | 
| It seems The Summoner is safe. More importantly, he has new tasks in mind for you:Jogging memories (part 2) The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | done | 
| - You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East.Jogging memories (part 3) - For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * The Spellblaze is the source of most of the world's magic... Undoubtedly, you could find something quite powerful in its mark! * There is tell of an ancient crypt filled with the bodies of those who were killed during the Spellhunt. No doubt, there must be powerful magicks within! * You explored a hidden compound of enslaved, gladiatorial men-- whether you were their savior or not is debatable. Unfortunately, they did not have anything... * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You explored an abandoned complex and found a mutant human created through experiments. Unfortunately, he offered you no solutions to your problems... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Underneath Lake Nur, you found... Perhaps the ULTIMATE source of power... However, you have no idea how to utilize it. Perhaps you should inform the Summoner? - It is no use. Dreadfell seems to be the only place left that you have not explored... | active | 
| They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life.Reflections: Alone With that said, you have become a Hydra. What could this possibly mean...? You are alone-- And yet, you are not. You are battling with the various corners of your psyche, each demanding something different that they want. *** Distrust - After a strange fit with your summoner, you've realized you have a PROFOUND, irrational distrust towards nature-lovers and wilders. What could THAT be all about...?! - You've briefly contemplated your distrust of The Summoner and realized... It is futile. You are frightened by this man and want to depart from him as soon as possible... *** The Mind There seems to be 4 personalities in all: - Angry and fierce: It wants nothing to do with the world around it. It is bitter and will destroy anything whatsoever. - Scared and paranoid: It fears everything. It believes at but a lapse of awareness, all it knows will come crashing down. - Craven and desperate: It appears elated, but it is, in fact, despondent. Fruitlessly, it craves to fill its emptiness. - Sound and reliant: It looks to others to find its own meaning, rather than paving a way for itself. - If anything, you've determined that your heads are crazy. However, you're not going to allow them to drive YOU crazy! | active | 
| 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 Fortress With 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 unlocked the training room. * 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: 171. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 Alchemists Stire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. You have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mastery without your aid. | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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! | active | 
| You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.The Sect of Kryl-Feijan They were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
| You are in the body of a wilder's summon!To he who calls - The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| 1st feral head |  Hutoharamnir the Brightsorrow (17-19 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% darkness +18% light +15% mind Res.pen +10% darkness +10% light +13% mind ----- def ----- Resists +12% acid +6% darkness +6% lightning ---------- misc Max.hate +6.00 Light +2 Talents +1 Attune Mindstar 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. | 
| 2nd feral head |  pulsing mindstar 'Ichorobeisance' (13-14 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Res.pen +15% nature +25% fire ----- def ----- Resists +12% lightning +12% fire +15% nature Heal.mod +19% Heal/summ +35 ---------- misc Talents +1 Attune Mindstar 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. | 
| 1st drool head |  wyrm's living mindstar of clarity (16-18 power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 6 lightning 7 physical 5 fire 6 acid 4 cold ----- def ----- Resists +6% lightning +5% physical +8% cold +5% fire +9% acid Mind.save +5 (+1 eff.) ---------- misc Max.psi +28.00 Talents +1 Attune Mindstar 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. | 
| 4th drool head |  stralite ring of life 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +63.00 HP.reg +13.00 Heal.mod +17% Rings make your fingers look great! | 
| Light source |  brass lantern 'Shockmark' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Spell.save +6 (+1 eff.) Die.at -20.00 life Max.HP +46.00 HP.reg +2.00 Heal.mod +20% ---------- misc Light +3 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. | 
| 3rd drool head |  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 2nd glare head |  caller's mossy mindstar of storms (2-2 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 lightning Dmg.mod +6% acid +6% physical +6% fire +4% lightning +5% cold Res.pen +3% acid +2% physical +3% fire +6% lightning +3% cold ----- def ----- Resists +5% lightning Heal/summ +16 ---------- misc Max.summ +2 Talents +1 Attune Mindstar 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. | 
| Tool |  Essence of Bearness 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! | 
| 3rd glare head |  sapphire 0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 4th glare head |  conjurer's steel ring of luminosity 0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +4 Wil +7 Mag dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 20 light Ranged+ 19 light Dmg.mod +12% light Rings make your fingers look great! | 
| 2nd drool head |  honing thorny mindstar of balance (8-9 power, 24 apr, nature damage) 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% physical Res.pen +4% physical ----- def ----- Resists +2% physical Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.20 Talents +1 Attune Mindstar 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. | 
| 1st glare head |  mitotic thorny mindstar of storms (10-10 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +6.5% Atk.spd 100% On Hit: * 9% chance to slow global speed by 78% * 10% chance to reduce armor by 50% While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 12 lightning Dmg.mod +4% lightning Res.pen +8% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. | 
| 3rd feral head |  lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| Cloak |  Eclipsebrand the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% temporal ----- def ----- Defense +2 (+1 eff.) Resists +14% blight +15% temporal +15% nature +9% darkness HP.reg +6.00 Heal.mod +15% ---------- misc Psi/ret +0.08 Max.hate +6.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| 4th feral head |  Emassra 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane Res.pen +10% blight ----- def ----- Phys.save +9 (+2 eff.) Spell.save +20 (+4 eff.) Mind.save +8 (+2 eff.) Max.HP +48.00 HP.reg +5.00 Heal.mod +10% ---------- misc Max.stam +17.00 Rings make your fingers look great! | 
Inventory
|  healing infusion of the sneak (heal 343; cd 11) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 343 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  healing infusion of the warrior (heal 297; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 297 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the duelist (die at -491; dur 5; cd 26) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -491 life. The duration and life will increase by 1% for every 1% life you have lost (currently 491 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  heroism infusion of the sneak (die at -761; dur 6; cd 26) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -761 life. The duration and life will increase by 1% for every 1% life you have lost (currently 761 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 607; 13 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 607; 16 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  shatter afflictions rune of the psychic (absorb 195; cd 21) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 195 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 Willpower stat. 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 167; cd 15) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 167 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  2 Angolwen Academy Training Token 0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) | 
| 2 hematite2 hematite 0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. | 
|  135 alchemist agate 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  iron pickaxe of Reknor (dig speed 19 turns) 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| malachitemalachite 0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+4 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  2 turquoise 0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+7 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
| 3 carnelian3 carnelian 0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  ruby 0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| 3 geode3 geode 0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. | 
| small geodesmall geode 0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. | 
|  amethyst 0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
| kunzitekunzite 0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2 moonstone 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.
			Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
			Killed Borius in the Bearscape.By Ulathel the Serpent Hydra level 24
31st Haze 122nd year of Ascendancy at 08:46 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Ulathel the Serpent Hydra level 19
75th Dusk 122nd year of Ascendancy at 11:02 see stats
 Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.
			Eye of the storm (Nightmare (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Ulathel the Serpent Hydra level 19
78th Dusk 122nd year of Ascendancy at 12:27 see stats
 Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!
			Fear me not! (Nightmare (Roguelike) difficulty)
			Survived the Fearscape!By Ulathel the Serpent Hydra level 26
39th Haze 122nd year of Ascendancy at 04:35 see stats
 Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
			Home sweet home (Nightmare (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ulathel the Serpent Hydra level 28
47th Haze 122nd year of Ascendancy at 07:39 see stats
 Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.
			Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
			Got saved from death in the Godfeaster by Malyu and managed to escape.By Ulathel the Serpent Hydra level 31
61st Haze 122nd year of Ascendancy at 21:16 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Ulathel the Serpent Hydra level 10
6th Mirth 122nd year of Ascendancy at 14:26 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Ulathel the Serpent Hydra level 20
7th Haze 122nd year of Ascendancy at 14:05 see stats
 Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.
			Level 30 (Nightmare (Roguelike) difficulty)
			Got a character to level 30.By Ulathel the Serpent Hydra level 30
59th Haze 122nd year of Ascendancy at 10:36 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Ulathel the Serpent Hydra level 31
73rd Haze 122nd year of Ascendancy at 04:39 see stats
 Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
			Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ulathel the Serpent Hydra level 26
41st Haze 122nd year of Ascendancy at 10:43 see stats
 Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.
			Size is everything (Nightmare (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Ulathel the Serpent Hydra level 31
78th Haze 122nd year of Ascendancy at 00:01 see stats
 Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Ulathel the Serpent Hydra level 21
8th Haze 122nd year of Ascendancy at 22:47 see stats
 Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.
			Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
			Learned the eight chapters of the Spellblaze Chronicles.By Ulathel the Serpent Hydra level 28
47th Haze 122nd year of Ascendancy at 07:03 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Ulathel the Serpent Hydra level 12
10th Mirth 122nd year of Ascendancy at 20:25 see stats
 The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ulathel the Serpent Hydra level 31
6th Decay 122nd year of Ascendancy at 02:09 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Ulathel the Serpent Hydra level 18
73rd Dusk 122nd year of Ascendancy at 01:13 see stats
 Thralless (Nightmare (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless (Nightmare (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Ulathel the Serpent Hydra level 31
5th Decay 122nd year of Ascendancy at 09:36 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Ulathel the Serpent Hydra level 26
39th Haze 122nd year of Ascendancy at 22:27 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Ulathel the Serpent Hydra level 21
8th Haze 122nd year of Ascendancy at 05:11 see stats
Log
You gain 16.14 gold from the transmogrification of Polybeth the steel mail armour (2 def, 6 armour).
You gain 25.00 gold from the transmogrification of dwarven-steel helm 'Emidhelaith' (10 def, 12 armour).
You gain 5.63 gold from the transmogrification of catburglar's dwarven-steel helm of trickery (0 def, 4 armour).
You gain 16.84 gold from the transmogrification of Tuledehek the Ravenpyre (0 def, 2 armour).
You gain 19.44 gold from the transmogrification of Aerann (0 def, 2 armour).
You gain 4.15 gold from the transmogrification of scholar's pair of hardened leather boots of strife (0 def, 3 armour).
You gain 6.00 gold from the transmogrification of restorative pair of hardened leather boots of evasion (7 def, 3 armour).
You gain 0.85 gold from the transmogrification of pair of hardened leather boots of evasion (4 def, 3 armour).
You gain 9.83 gold from the transmogrification of invigorating pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
You gain 9.89 gold from the transmogrification of fleetfooted pair of hardened leather boots of massiveness (13 def, 3 armour).
You gain 15.37 gold from the transmogrification of Rimeravager (3 def, 3 armour).
You gain 1.51 gold from the transmogrification of thick cashmere cloak of protection (2 def, 7 armour).
You gain 2.01 gold from the transmogrification of resilient cashmere cloak of Eldoral (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Shimmersear (18-25 power, 4 apr).
You gain 23.56 gold from the transmogrification of Eletha the dwarven-steel waraxe (22-30 power, 4 apr).
You gain 6.96 gold from the transmogrification of warbringer's deep-steel trident of erosion (25-40 power, 10 apr).
You gain 19.87 gold from the transmogrification of Kilnrazor (20-24 power, 4 apr, fire element).
You gain 3.66 gold from the transmogrification of wyrm's thorny mindstar (10-11 power, 24 apr, mind damage).
You gain 2.85 gold from the transmogrification of creative thorny mindstar (8-8 power, 24 apr, mind damage).
You gain 17.16 gold from the transmogrification of dwarven-steel longsword 'Hellsgasher' (21-29 power, 4 apr).
You gain 3.35 gold from the transmogrification of penetrating yew longbow.
You gain 6.80 gold from the transmogrification of mage-hunter's yew longbow of true flight.
You gain 17.76 gold from the transmogrification of Voidreign the dwarven-steel greatsword (34-54 power, 2 apr).
You gain 24.34 gold from the transmogrification of Turolerion (38-61 power, 22 apr).
You gain 23.35 gold from the transmogrification of steel greatmaul 'Beostir' (40-61 power, 2 apr).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Ulathel is completely beheaded!!









