
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 25 / 18% |
| Size | small |
| Lifes / Deaths | Killed by Lisiranne the ogre rune-spinner at level 25 on the 31st Regrowth 123rd year of Ascendancy at 22:07 / 1 |
Primary Stats
| Strength | 56 (base 29) |
| Dexterity | 56 (base 42) |
| Constitution | 52 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 22 (base 14) |
| Cunning | 50 (base 36) |
Resources
| Life | -7/771 |
| Stamina | 72/202 |
| Psi | 132/132 |
| Healing Factor | 1.3837837837838 |
| Regeneration | 9.5374169669312 |
Speed
| Mental | +5% |
| Attack | +15% |
| Movement | +20% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Barehand
| Damage | 90 |
| Accuracy | 55 |
| Crit Chance | 52% |
| APR | 19 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 24% |
| Speed | 0.8695652173913 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 26% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| Light | +9% |
| Nature | +12% |
| Mind | +3% |
| Physical | +19% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 17 (36.618610747051%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 3.5475638051044 |
| Physical Save | 56 |
| Spell Save | 31 |
| Mental Save | 29 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Nature | + 24%( 70%) |
| Fire | + 18%( 70%) |
| Blight | + 29%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 41%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 20%. Exhaustion |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
| beneficial effect | The target ignores pain, reducing all damage taken by 25%. Pain Suppression |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 15 defense. Evasion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Biofeedback (+1 level(s)). | 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 Unflinching Resolve (+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 Dream Walk (+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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 67. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. 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 vial of wight ectoplasm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed hummerhorn wing. 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 green worm. * You've found the needed minotaur nose. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of hardened leather boots 'Urthemalar' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +3 Mag Changes resistances: +10% cold / +10% fire Grants telepathy: Dragon Spell save: +4 (+2 eff.) Lowers spell cool-downs by: 10% Infravision radius: +2 Movement speed: +20% A pair of boots made of leather. This object's appearance was changed to pair of rough leather boots. |
| Quiver | quiver of ash arrows 'Bogburst' (13/13, 132% power, 12 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 133% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Crit. chance: +6.5% Capacity: 13 Turns elapse between self-loadings: 3 On weapon hit: * Slows global speed by 40% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing Travel speed: +200% Damage (Ranged): +11 bleed / +8 nature Burst (radius 1) on hit: +4 nature Arrows are used with bows to pierce your foes to death. |
| On hands | Pimp Hands (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +8.0% Armour: +2 Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Cun Changes resistances: +8% darkness / +6% nature Changes damage: +6% nature Critical mult.: +10.00% Life regen: +2.00 Stamina each turn: +1.00 Maximum stamina: +10.00 Spell crit. chance: +9% Mental crit. chance: +11% Infravision radius: +3 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * Slows global speed by 20% Damage (Melee): +8 darkness Burst (radius 2) on crit: +4 nature It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Snow Giant Wraps. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This object's appearance was changed to Cloud Caller. |
| Tool | Emelyravena the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to disease Changes stats: +5 Cun / +2 Str Changes resistances: +6% blight Grants telepathy: Demon/Minor Demon/Major Maximum hate: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.84 cold and 12.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 32/60. This azure ring seems to be always moist to the touch. |
| On fingers | gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
| Around neck | copper amulet 'Prismwrest'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +4 Con Physical save: +20 (+6 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 Light radius: +3 Amulets can have magical properties. |
| Main armor | Gloretha (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +6 Defense: +12 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +6 Str / +5 Dex Physical save: +10 (+4 eff.) Spell save: +3 (+1 eff.) Stamina each turn: +0.80 Maximum vim: +30.00 Spellpower: +2 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Light source | Braniroddadunamas the ScabraiderInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage when hit (Melee): 8 nature Changes stats: +3 Con Changes resistances: +7% blight Changes damage: +6% nature / +9% light Life regen: +1.10 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | cashmere cloak 'Kaldir' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +8 Physical power: +12 (+3 eff.) Defense: +2 (+1 eff.) Damage when hit (Melee): 16 physical Changes resistances: +2% physical Changes damage: +9% physical Critical mult.: +13.00% Stealth bonus: +8 Physical save: +30 (+9 eff.) Life regen: +0.40 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | EilinyyavenaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 mind / 8 blight Changes resistances: +9% blight Changes resistances penetration: +20% mind Changes damage: +3% mind Maximum encumbrance: +20 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level.controlled phase door rune of the titan (range 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
stabilizing steel amulet of mastery (0.20 Technique / Combat techniques)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.20 Technique / Combat techniques Pinning immunity: +20% Knockback immunity: +25% Amulets can have magical properties. |
gold amulet 'Artheblek'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Wil Physical save: +18 (+6 eff.) Mental save: +9 (+4 eff.) Blindness immunity: +23% Confusion immunity: +15% Teleport immunity: +50% Mindpower: +7 (+4 eff.) Infravision radius: +2 Sight radius: +2 See invisible: +9 It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
BoridodanCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% cold Physical save: +9 (+3 eff.) Spell save: +3 (+1 eff.) Blindness immunity: +5% Cut immunity: +10% Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
Lisemivea the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +24% light Changes resistances penetration: +10% mind Changes damage: +12% light / +3% mind Equilibrium when hit: +0.12 Spellpower: +5 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 144% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.deadly pouch of stralite shots (18/18, 161% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 161% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Wife Beater (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Mental save: +6 (+3 eff.) Life regen: +2.10 Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum life: +89.00 Mindpower: +8 (+4 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced leather armour of fire resistance (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +17% fire A suit of armour made of leather. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Hanoruigorn the LustrejamInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Str / +8 Con Changes resistances: +7% lightning / +8% temporal Changes damage: +9% light Maximum stamina: +15.00 A belt that goes around your waist. |
cashmere cloak 'Xowyn' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +6 Dex / +4 Mag / +3 Cun / +2 Con Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrequick the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes resistances: +12% light / +6% darkness Changes resistances penetration: +5% darkness Life regen: +1.50 Light radius: +2 Healing mod.: +12% A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 174.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Sunworth the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Damage (Melee): 10 blight / 10 cold Changes resistances: +7% blight / +10% cold / +9% temporal Changes resistances penetration: +10% light Changes damage: +5% blight / +6% cold / +3% light / +6% temporal Critical mult.: +15.00% Spell crit. chance: +16% Mental crit. chance: +17% When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 light Burst (radius 2) on crit: +11 blight / +9 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Aerogawen (0 def, 7 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +7 Fatigue: +1% Changes stats: +2 Cun / +2 Dex Changes resistances: +5% cold Allows you to breathe in: water See invisible: +6 A cap made of leather. |
Elenyvon the Kindlereek (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 fire Changes resistances: +6% cold / +6% fire Changes resistances penetration: +5% light Allows you to breathe in: water Light radius: +1 A cap made of leather. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 11%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
hardened leather cap 'Mayenor' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +6 Wil / +4 Cun / +4 Con Changes resistances: +8% physical Physical save: +7 (+3 eff.) Maximum life: +20.00 Mindpower: +3 (+2 eff.) A cap made of leather. |
hardened leather cap 'Yvota' (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +7 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +7% acid / +6% fire / +10% cold / +7% lightning Physical save: +10 (+4 eff.) Mental save: +12 (+6 eff.) Cut immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Cyriwen (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +4 Wil / +3 Con Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Duathelflash' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +7 Dex / +3 Cun Changes damage: +6% darkness Reduces incoming crit damage: 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
574 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Emeba the DimwritherCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Dex / +1 Con Maximum life: +20.00 Light radius: +5 Healing mod.: +20% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (72 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 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. |
Zeruyaremnir [power 31] (7/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +7 Dex / +4 Con Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ippo the Halfling Brawler level 24
26th Regrowth 123rd year of Ascendancy at 14:03 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ippo the Halfling Brawler level 20
57th Haze 122nd year of Ascendancy at 03:23 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ippo the Halfling Brawler level 23
80th Haze 122nd year of Ascendancy at 05:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ippo the Halfling Brawler level 21
58th Haze 122nd year of Ascendancy at 12:51 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ippo the Halfling Brawler level 23
64th Haze 122nd year of Ascendancy at 06:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ippo the Halfling Brawler level 10
18th Dusk 122nd year of Ascendancy at 02:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ippo the Halfling Brawler level 20
49th Haze 122nd year of Ascendancy at 18:23 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ippo the Halfling Brawler level 14
53rd Dusk 122nd year of Ascendancy at 11:38 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Ippo the Halfling Brawler level 24
26th Regrowth 123rd year of Ascendancy at 14:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ippo the Halfling Brawler level 8
10th Mirth 122nd year of Ascendancy at 06:07 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ippo the Halfling Brawler level 24
26th Regrowth 123rd year of Ascendancy at 14:03 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ippo the Halfling Brawler level 24
26th Regrowth 123rd year of Ascendancy at 09:30 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ippo the Halfling Brawler level 8
1st Dusk 122nd year of Ascendancy at 16:21 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ippo the Halfling Brawler level 24
25th Regrowth 123rd year of Ascendancy at 20:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ippo the Halfling Brawler level 20
57th Haze 122nd year of Ascendancy at 11:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ippo the Halfling Brawler level 14
53rd Dusk 122nd year of Ascendancy at 09:24 see stats
Log
Ippo uses Infusion: Movement.
Ippo is moving freely.
Ippo is moving at extreme speed!
Ippo picks up (i.): reinforced leather armour of fire resistance (4 def, 7 armour).
Talent Combination Kick is ready to use.
Talent Uppercut is ready to use.
Ippo receives 2 healing.
Ippo slows down.
Ippo receives 2 healing.
Layirin the mean looking elven guard casts Dissolving Acid.
Ippo reacts to damage from Layirin the mean looking elven guard, mitigating the blow!.
Ippo tries to evade attacks.
Ippo is moving less freely.
Layirin the mean looking elven guard hits Ippo for (23 resist armour), (65 reacted , -6 stam), 166 acid (166 total damage).
Ippo uses Infusion: Wild.
Ippo lessens the pain.
Ippo rushes out!
There is a next level here (press '' or right click to use).
Talent Infusion: Regeneration is ready to use.
Ippo receives 4 healing.
Ippo reacts to damage from Something, mitigating the blow!.
Saving done.
Saving done.
Saving game...





































































































