












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Rogue |
| Level / Exp | 31 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by BomboBruv at level 19 on the 8th Haze 122nd year of Ascendancy at 11:34 0 / 6Killed by Weirdling Beast at level 19 on the 10th Haze 122nd year of Ascendancy at 13:23 Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 04:17 Killed by The Fragmented Essence of Harkor'Zun at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 05:44 Killed by Durdar the thalore at level 26 on the 19th Pyre 123rd year of Ascendancy at 05:52 Killed by elder vampire at level 30 on the 9th Dusk 123rd year of Ascendancy at 03:39 |
Primary Stats
| Strength | 33 (base 11) |
| Dexterity | 86 (base 60) |
| Constitution | 35 (base 11) |
| Magic | 23 (base 10) |
| Willpower | 37 (base 10) |
| Cunning | 104 (base 60) |
Resources
| Life | 984/984 |
| Mana | 325/415 |
| Stamina | 232/232 |
| Steam | 100/100 |
| Healing Factor | 1.7216660017317 |
| Regeneration | 17.64707651775 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -993 |
| Infravision | 7 |
| See Stealth | 62.429348965024 |
| See Invisible | 60.429348965024 |
| Stealth | 69 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 58 |
| Crit Chance | 36% |
| APR | 4 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 58 |
| Crit Chance | 38% |
| APR | 7 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Darkness | +16% |
| Nature | +10% |
| Blight | +10% |
| Physical | +7% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (49.007671158813%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 40 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Light | + 11%( 70%) |
| Physical | + 4%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 7%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 34% |
| Poison Resistance | 60% |
| Blind Resistance | 26% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: 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 -717 life. The duration and life will increase by 1% for every 1% life you have lost (currently 717 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 temporal, 5 cold, 5 fire |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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 Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Volatile Poison |
| talent | Leeching Poison |
| talent | Chant of Fortitude |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 129 - 180 Accuracy: 73 (knife) APR: 12 Crit Chance: +51% Crit mult: 187% Uses Stats: 50% Cun, 70% Dex |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by BomboBruv. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vampire lord fang. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Barorim the pair of hardened leather boots (30 def, 3 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Defense +30 (+7 eff.) Resists +5% arcane +6% darkness Mind.save +18 (+4 eff.) Stealth +4 Heal.mod +20% ---------- misc Talents +2 Moss Tread A pair of boots made of leather. |
| Quiver | Glorarialle the Shadowwisp (20/20, 43-52 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 20 Ranged+ +8 darkness On Hit.r1 +8 blight +20 acid On Crit.r2 +16 darkness +16 blight On Hit: * 20% chance to reduce armor by 22% On Crit: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +11% light Affinity +5% darkness Blind- +26% Confus- +14% ---------- misc Light +9 Infravis +4 See.Stealth +12 See.Invis +10 Track: Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's hardened leather hat of dexterity (+4) (0 def, 3 armour) 2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Dex +8 Cun ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+1 eff.) Mind.save +12 (+3 eff.) Max.HP +46.00 Heal.mod +13% A hat made of leather. Very stylish. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +140% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +5 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | iron pickaxe 'Adonn' (dig speed 29 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Resists +3% blight Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Die.at -80.00 life Max.HP +45.00 Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 33 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | steel amulet 'Brandtreason'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Phys.spd +10% Dmg.mod +12% fire +7% physical ----- def ----- Resists +6% acid +3% darkness Phys.save +9 (+3 eff.) Mind.save +6 (+1 eff.) Die.at -80.00 life Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
| In main hand | enhanced dwarven-steel longsword of enduring (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str +5 Dex +5 Mag +12 Wil +6 Cun +14 Con ----- def ----- Max.HP +21.00 Sharp, long, and deadly. |
| Around waist | hardened leather belt 'Dairesandil' |
| In off hand | enhanced dwarven-steel dagger of amnesia (16-21 power, 7 apr) 1.0 T3 dagger 1H weapon [Ego++] Nature/Psionic Power 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * chills your foe dealing 27 damage and slowing them by one tenth of a turn While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +5 Cun +5 Con Sharp, short and deadly. |
| Cloak | cashmere cloak 'Emeluma' (11 def, 6 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +15 (+5 eff.) Res.pen +5% mind ----- def ----- Armour +6 Defense +11 (+2 eff.) Resists +24% lightning +4% physical Phys.save +18 (+6 eff.) Spell.save +16 (+5 eff.) Mind.save +17 (+4 eff.) HP.reg +4.00 Cut- +20% Stun/Frz- +40% ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening cured leather armour of the hero (6 def, 4 armour) 9.0 T2 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +8 Wil +9 Cun ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Mind.save +12 (+3 eff.) Max.HP +44.00 HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 158% / cooldown 58%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the duelist (heal 352; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 414; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chargefame0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +12% lightning Melee Ret 4 cold ----- def ----- Phys.save +14 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+3 eff.) ---------- misc See.Invis +6 Amulets make your neck look great! |
restful gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Umbramire'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Mag dps ---------- Res.pen +20% darkness Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +12 Rings make your fingers look great! |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+10 eff.) Acc +20 (+5 eff.) Absorb energies. Uses 646 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
caustic stralite dagger of enduring (28-36 power, 9 apr) 1.0 T4 dagger 1H weapon [Ego++] Nature Power 27.5 - 35.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +28 acid +15 nature On Hit: * splashes acid on your target dealing 52 damage and reducing their armor While equipped: Stats +9 Con +5 Wil dps ---------- Res.pen +14% acid +6% nature Apr +11 ----- def ----- Max.HP +38.00 Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 254.61 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
resonating thorny mindstar of storms (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.0 - 9.9 Mind 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 Str +3 Dex +4 Mag +2 Wil +3 Cun +4 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 lightning Dmg.mod +8% lightning +3% mind Res.pen +4% lightning +5% mind ----- def ----- Resists +6% lightning +6% mind Dmg.Resnn +13% ---------- misc Psi/ret +1.00 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. |
Plaguetaint the pulsing mindstar (18-20 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 18.5 - 20.4 Nature 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+ +12 physical While equipped: dps ---------- Mind.crit +4% Mind.pwr +15 (+5 eff.) Dmg.mod +3% physical +6% mind +12% nature Res.pen +6% mind ----- def ----- Armour +8 Resists +7% mind +6% blight Dmg.Resnn +13% Disease- +15% ---------- misc Psi/ret +1.00 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. |
quiver of ash arrows 'Nimbussun' (18/18, 32-44 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +20 mind +20 lightning On Hit.r1 +20 mind +8 lightning Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of stralite shots of crippling (16/16, 42-50 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 41.5 - 49.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 16 Ranged+ +32 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 189 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
stormwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +9% physical +7% cold ----- def ----- Resists +6% lightning +6% blight +6% cold +7% all Max.HP +44.00 HP.reg +2.10 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of light (+16%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light +11% all ---------- misc Mana/turn +0.12 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindcutter the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Dmg.mod +6% arcane Res.pen +10% nature Phasing +20% ----- def ----- Resists +9% darkness ---------- misc Max.mana +100.00 A belt that goes around your waist. |
monstrous hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +4 Str +7 Con dps ---------- Phys.pwr +11 (+6 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Brightspire (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +2% Melee Ret 2 light ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ashobsidian (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +1 Wil +3 Cun dps ---------- Res.pen +10% fire Acc +5 (+2 eff.) Apr +5 Melee Ret 8 fire ----- def ----- Defense +2 (+0 eff.) Resists +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
399 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Urihek2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +2 Cun +2 Con ----- def ----- Silence- +20% ---------- misc Light +5 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
brass lantern 'Porilaith'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Phys.save +12 (+4 eff.) Mind.save +6 (+1 eff.) Disarm- +10% ---------- misc Light +3 See.Stealth +6 See.Invis +8 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. |
Ivuwyn the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+9 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good rustproof coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +20% acid 20% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft rustproof coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Resists +40% acid 40% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 52 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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. |
ash wand of shielding 'Emuth' [power 194] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Str dps ---------- S.pwr/crit +4 Res.pen +15% blight +25% arcane ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By BomboBruv the Thalore Rogue level 31
10th Dusk 123rd year of Ascendancy at 01:57 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BomboBruv the Thalore Rogue level 16
70th Dusk 122nd year of Ascendancy at 08:14 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By BomboBruv the Thalore Rogue level 21
2nd Wintertide 123rd year of Ascendancy at 08:16 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By BomboBruv the Thalore Rogue level 20
18th Haze 122nd year of Ascendancy at 07:40 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By BomboBruv the Thalore Rogue level 27
59th Pyre 123rd year of Ascendancy at 01:57 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By BomboBruv the Thalore Rogue level 24
5th Regrowth 123rd year of Ascendancy at 00:14 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By BomboBruv the Thalore Rogue level 10
3rd Mirth 122nd year of Ascendancy at 04:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By BomboBruv the Thalore Rogue level 20
18th Haze 122nd year of Ascendancy at 03:24 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By BomboBruv the Thalore Rogue level 30
7th Dusk 123rd year of Ascendancy at 16:26 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By BomboBruv the Thalore Rogue level 26
52nd Regrowth 123rd year of Ascendancy at 20:07 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By BomboBruv the Thalore Rogue level 24
3rd Regrowth 123rd year of Ascendancy at 00:10 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By BomboBruv the Thalore Rogue level 30
9th Dusk 123rd year of Ascendancy at 03:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By BomboBruv the Thalore Rogue level 10
3rd Mirth 122nd year of Ascendancy at 20:06 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By BomboBruv the Thalore Rogue level 27
2nd Summertide 123rd year of Ascendancy at 10:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By BomboBruv the Thalore Rogue level 26
53rd Pyre 123rd year of Ascendancy at 16:50 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By BomboBruv the Thalore Rogue level 27
2nd Summertide 123rd year of Ascendancy at 13:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By BomboBruv the Thalore Rogue level 19
8th Haze 122nd year of Ascendancy at 04:06 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By BomboBruv the Thalore Rogue level 30
9th Dusk 123rd year of Ascendancy at 09:33 see stats
Log
You don't see how to get there...
Today is the 13rd Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
You don't see how to get there...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Last Hope (Town) 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.
Today is the 14th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
There is a Door to an old Conclave vault here (press '' or right click to use).
Ran for 6 turns (stop reason: dialog is displayed).
Today is the 15th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:11.
Lore found: arrrrrrghhhhhh
You can read all your collected lore in the game menu, by pressing Escape.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Ran for 2 turns (stop reason: saving).




















































































































