















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Allow Respec Anywhere 1.2.3Nur Kit 1.4.0Makes water-breathing equipment reliably available from various locations:
(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.) Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.5.0Donators/Buyers bonus! Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. 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: Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.5.5This 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 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 11 / 79% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 36 (base 32) |
| Constitution | 14 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 36 (base 29) |
Resources
| Life | 245/245 |
| Steam | 100/100 |
| Healing Factor | 1.1326086956522 |
| Regeneration | 1.0759782608696 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 16% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 25 |
| Accuracy | 34 |
| Crit Chance | 16% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +11% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 7 (58.536585365854%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 6.669446550417 |
| Physical Save | 19 |
| Spell Save | 8 |
| Mental Save | 20 |
Defense: Resistances
| Cold | + 30%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 89%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
| On feet | insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A pair of boots made of leather. |
| Quiver | deadly pouch of iron shots of erosion (22/22, 22-26.4 power, 1 apr) 3.0 T1 shot ammo [Ego] Nature/Master Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +5 nature +5 temporal While equipped: ---------- misc Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap of dexterity (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex +2 Cun ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Talents +1 Project Saw Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | supercharged elm wand of conjuration [power 121] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 60 to 121 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
| On fingers | steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
| Around neck | steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
| In main hand | Talosis' Counterpoint 4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | blurring rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +6 HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
| In off hand | Flashpoint 4.0 T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% On Hit.r1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +10% nature +25% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | rough leather armour (1 def, 3 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +3 Hardiness +20% Defense +1 (+1 eff.) Fatigue +11% A suit of armour made of leather. |
Inventory
steam generator implant of the psychic (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.9 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
fungal rough leather sling4.0 T1 sling 1H weapon [Ego] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
mighty rough leather sling4.0 T1 sling 1H weapon [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 89% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 158] simple healing salve [power 158]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 89% cooldown modifier. Heal 158 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
Log
You gain 0.35 gold from the melting of quick ash totem of thorny skin [power 20] (16 cooldown).
You gain 2.52 gold from the melting of healer's granite wardstone of cold warding.
You gain 0.50 gold from the melting of granite wardstone.
You collect a new ingredient: lump of steel (1).
You gain 1.25 gold from the melting of steel mail armour (2 def, 6 armour).
You collect a new ingredient: lump of steel (1).
You gain 2.16 gold from the melting of icy steel shield of cold resistance (+16%) (6 def, 2 armour, 43 block).
You collect a new ingredient: lump of steel (1).
You gain 1.50 gold from the melting of acidic steel steamsaw of mind resistance (+10%) (17-25.5 power, 8 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.82 gold from the melting of flaming dwarven-steel waraxe of daylight (18.5-25.9 power, 4 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.00 gold from the melting of steel waraxe of persecution (15-21 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel waraxe (15.5-21.7 power, 3 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel greatsword (23-36.8 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 0.50 gold from the melting of steel greatmaul (27-40.5 power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 4.35 gold from the melting of elemental steel battleaxe (21.5-32.25 power, 2 apr).
You gain 4.65 gold from the melting of shimmering yew vilestaff of warding (20-24 power, 4 apr, darkness element).
You gain 0.50 gold from the melting of ash vilestaff (15-18 power, 3 apr, acid element).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.76 gold from the melting of movement infusion (384% speed; 5 turns).
You collect a new ingredient: stack of herbs (sessali) (5).
You gain 1.13 gold from the melting of sun infusion of the wizard (rad 6; power 25; turns 3; dispels darkness).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.











































































